flora and fauna Corpse Crawler (Troop) 8
of askellon
2h — WS BS S
“What an interesting specimen! Worry not—it is completely harmless.”
2ar — 01-10 2al — 36 30 31
–Last words of Adept Machellan Droun
11-20 2b — 21-30 t Ag 5 Int
Askellon hosts a wide range of flora and fauna, most of
them valued resources on many worlds, but there are also 31-70 25 38 27
many inimical to Mankind. Some are so deadly that any
evidence of their presence is enough to incite a full-scale purge, Per WP fel
lest an infestation develop. Even civilised worlds can contain native 48 32 —
species still unnoticed or untamed. Hive depths can host strange
and unnatural vermin in the dank, unlit reaches amongst the toxic 2lr — 2ll — Ifl
effluent and rad-waste. In the dark, untouched worlds of the sector,
even stranger creatures and plants—the distinction sometimes 71-85 86-00 —
difficult to detect—await discovery.
halF 3 Full 6 Charge 9 run 18 ThreaT 5
Creatures
AcID SPrAy Class pisTol
A variety of native animals, indigenes, and beasts can be found
across the sector, alongside many species introduced by humanity rng 10m roF s/–/– dMg 1d10+3 (E)
during Askellon’s millennia of existence. Some are even thought
to be the result of forbidden gene-sculpting from the Dark Age pen — Clip — rld — WT — avl —
of Technology.
speCial: spray, toxic (2)
CorPse-CraWler
fAngS Class mElEE
Corpse-crawlers are large, worm-like parasites found mainly on
the cemetery world of Thaur. They make their way into dead rng — roF — dMg 1d5+41+sB (i)
bodies, wrapping their grotesque forms throughout the corpse’s
innards and around its spine. Crawlers are able to motivate the pen 0 Clip — rld — WT — avl —
invaded body using bio-electric jolts, animating it like a horrid,
decaying puppet. For unknown reasons, they seem to prefer the speCial: —
corpses of sentient beings.
Skills: Dodge (Ag) +10
Instinct drives them to gather and use the host bodies to Talents: Resistance (Poison)
dig a large pit in the soil, wearing hands down to the bone in Traits: Blind, Burrower (3), Crawler, Size (2), Deadly Natural
the process. Once finished, the creatures then direct their hosts Weapons, Unnatural Agility (2), Unnatural Senses (30)
inside, where the crawlers release a caustic acid that putrefies the Animate Corpse: As an Extended Action requiring two Full
corpses in minutes. The creatures gestate in this rotten swamp of Actions, the corpse-crawler can animate and control a dead body by
liquefied flesh and floating bones, growing fat and bloated. Finally, entering it and attaching to its nervous system. The corpse-crawler
the worms burst, each releasing dozens of spawn to grow until becomes an Elite NPC, but uses the Strength, Toughness, Agility,
ready to seek their own host corpses, leaving behind nothing but traits, and weapons of its host. The corpse-crawler can still use its
a pile of sticky bones. acid spray, usually through the host’s mouth.
When a corpse-crawler is obstructed in its instinctual mission, While inhabiting a host body, the corpse-crawler cannot be
it fights back using its host body, with strange, jerking motions. If targeted directly. If its host is killed, the corpse crawler is also
threatened, it can also spray its acid, usually from the host’s mouth, killed. The corpse-crawler can exit its host as a Half Action. This
to inflict terrible damage. destroys the host, removing all damage from the corpse-crawler
and returning it to the normal profile above. Unless the creature is
If deprived of corpses, the creatures wrap themselves around killed, or exits the host, it can continue to animate a host indefinitely.
skeletons and hibernate until disturbed or they sense decaying
flesh. If they cannot find corpses to inhabit, the desperate creatures groX
attack the living, favouring the sick and decrepit, and attacking
with lamprey-like mouths filled with dozens of sharp, jagged teeth. Grox are found across the Imperium, raised for food and leather.
In addition to being quite palatable, they are able to derive
nutrients from nearly anything, and can even live for weeks on
nothing save rocks and soil. Consequently, grox are raised on
many agri-worlds as a major food source, and are a prized part
of many Desoleum meals. They would perhaps be the perfect
Imperial beast, were it not for their overly aggressive nature.
To overcome this problem, many in Askellon are lobotomised,
or kept subdued with chems or shock-units wired directly to
their primitive brains. On the agri-world of Hannover, breeding
grox are easily identifiable by the control mechanisms bolted to
their skulls. Despite these precautions, and their natural mental
slowness, herding is still a dangerous occupation. An enraged grox
is easily able to toss a man high into the air, or quickly trample
him to death. When encountered outside of their enclosures or in
the wild, they are best approached with extreme caution. Thanks
to their preponderance, “grox” has become a byword for both
stupidity and strength across the galaxy.
4 0 0 Chapter XII: NpCs aNd adversarIes
Grox (Troop) 36 For mysterious reasons, skargauls are attracted to artificial
structures, posing a danger for void-ships, orbital stations, and even
7ar — 7h — 7al — WS BS S5 hive cities. It is also not known where these creatures originated,
or how they came to Askellon. Over time, populations have
11-20 01-10 21-30 34 — 46 established themselves on certain orbitals and even particular void-
ships. Aboard a vessel with a known infestation, crews must be
7b — t 7 Ag Int wary when entering seemingly empty holds, lest a hungry skargaul
swoop from above. These vessels are considered ill-omened by
31-70 49 37 04 void stations and planetary ports, for obvious reasons.
Per WP fel
40 21 —
7lr — 7ll — Ifl skarGaul (eliTe) 8
71-85 86-00 —
halF 5 Full 10 Charge 15 run 30 ThreaT 5 4h — WS BS S
hornS AnD clAWS Class mElEE 01-10 31 — 39
rng — roF — dMg 2d10+5sB (i) 4ar — 4b — 4al — t Ag 5 Int
pen 0 Clip — rld — WT — avl — 11-20 31-70 21-30 44 46 23
speCial: tearing Per WP fel
40 35 —
Talents: Thunder Charge
Traits: Deadly Natural Weapons, Quadruped, Size (6), Unnatural 4lr — 4ll — Ifl
Strength (1), Unnatural Toughness (3)
71-85 86-00 —
halF 4 Full 8 Charge 12 run 24 ThreaT 8
skargaul WhIP tAIl Class mElEE
Vicious predators, skargauls are the stuff of nightmares for rng 2m roF — dMg 1d10+41+sB (i)
voidfarers of the Askellon Sector. They are winged carnivores with
a tough outer carapace, usually a flecked grey colour. Skargauls pen 1 Clip — rld — WT — avl —
have no eyes, and even their maw of razor-sharp teeth is hidden
behind their shell until they attack. The exoskeleton allows them to speCial: FlexiBle, razor sHarp
survive extended periods of time in hard void by entering a state
of hibernation. In addition to their teeth and long, sharp claws, clAWS AnD fAngS Class mElEE
skargauls have a long tail ending with a hooked spike of bone,
capable of piercing armour. They often use these to hitch a ride rng — roF — dMg 1d5+41+sB (i)
on a spacecraft’s outer hull, the tail puncturing metal and latching
the beast securely. pen 0 Clip — rld — WT — avl —
After such a long journey, skargauls are ravenously hungry speCial: —
and attack anything they can find. They leave nothing
behind of their prey, even devouring bones and Skills: Dodge (Ag), Survival (Per) +10
clothing. This can make their presence difficult Talents: Assassin Strike, Hard Target, Step Aside
to detect, with the only evidence
being a string of mysterious Traits: Blind, Deadly Natural Weapons,
crew disappearances and Flyer (10), Size (3), Unnatural Agility (1),
unexplained hull breaches. Unnatural Senses (150)
Void Predator: Skargauls are immune to
the effects of vacuum and can, for all practical
purposes, survive indefinitely without oxygen.
Chapter XII: NpCs aNd adversarIes 401
smelt-rats smelt-rat king
Hive Desoleum hides innumerable mysteries and strange creatures. Unsubstantiated rumours persist of so-called smelt-rat kings,
Smelt-rats, also known as smelters or scav-rats, exemplify both. composite creatures formed of numerous smelt-rats fused together
These skeletal vermin have been present in the hive’s dark and in hideous and unnatural ways. Such tales speak of dozens or even
filthy corners for centuries, if not longer. No mere animals, they hundreds of individual creatures conjoined by artificial components,
are marked out by the cybernetic components each features, with with tails, wires, and cables tangled together and cemented with
bionic eyes, reinforced tails, and metallic claws. Some specimens rust and filth. Some sources claim that smelt-rat kings display a
sport a single bionic part, while others are almost entirely covered kind of gestalt intelligence, the entwined creatures moving with
in steel. Invariably, the bionics are in poor shape, corroded and single-minded purpose in the presence of bionic prey.
sullied to match their verminous hosts. That they continue to be
encountered, and in large numbers, after so many centuries speaks sMelT-raT kinG (eliTe) 30
to either an innate method of reproduction, or that some unknown
party is actively engaged in their fabrication. Both possibilities are 4h — WS BS S5
equally disturbing.
4ar — 01-10 4al — 48 28 33
Smelt-rats are most often found in the Gorges, but can lurk
in abandoned or ill-maintained areas throughout the hive. They 11-20 4b 4 21-30 t Ag Int
are usually timid, and flee from the light and the presence of
humans. However, if individuals with bionics are nearby, smelt- 31-70 43 36 14
rats are driven into a voracious frenzy, attacking in overwhelming
waves of gnashing teeth, whirring servos, and chain-blade claws. Per WP fel
Should the smelt-rats succeed in dragging down their prey, they 52 33 02
continue to bite and tear, ripping the poor soul apart. Once done,
the pack recedes, carrying with it the victim’s cybernetics, while 4lr — 4ll — Ifl
leaving most of the flesh and bone behind.
71-85 86-00 —
halF 3 Full 6 Charge 9 run 18 ThreaT 8
AMAlgAM WeAPonS Class mElEE
rng — roF — dMg 2d10+5sB (i)
sMelT-raT swarM (Troop) 13 pen 0 Clip — rld — WT — avl —
3h — speCial: concussive (0)
01-10 WS BS S
3ar — 3b 4 3al — 34 — 28 Skills: Awareness (Per), Survival (Per)
Talents: Crushing Blow, Luminen Charge, Resistance (Poison)
11-20 31-70 21-30 t Ag Int Traits: Dark-sight, Deadly Natural Weapons, Multiple Arms (4),
Size (4), Unnatural Senses (20), Unnatural Strength (2)
35 55 14
Split: As a Full-Action, a smelt-rat king can split into multiple
Per WP fel smelt-rat swarms. The king is destroyed, and in its place, three
47 20 —
smaller smelt-rat swarms are created. For each full 10 points of
3lr — 3ll — Ifl
damage the smelt-rat king is suffering from, one less swarm is
71-85 86-00 —
created, to a minimum of 1. The new swarms operate on this
halF 3 Full 6 Charge 9 run 18 ThreaT 5
king’s Initiative.
MechAnISeD clAWS Class mElEE
Tech-Eater: Smelt-rat kings and all smelt-rat swarms within 5m
rng — roF — dMg 1d10+2sB (i) add +3 to all damage inflicted against vehicles, creatures with the
pen 0 Clip — rld — WT — avl — Machine trait, or when they inflict a strike on a Hit Location that
speCial: tearing houses a cybernetic system.
Talents: Resistance (Poison)
Traits: Amorphous, Dark-sight, Deadly Natural Weapons, Size (2
as swarm, 1 as single rat), Unnatural Senses (20)
Merge: If the smelt-rat swarm is in contact with two other smelt-rat
swarms, it can, as a Full Action, merge with them to form a single
smelt-rat king. All three swarms are destroyed, and in their place,
the king operates on this swarm’s Initiative.
Swarm: The smelt-rat swarm reduces damage taken from weapons
without either the Blast or Spray qualities by 2.
4 0 2 Chapter XII: NpCs aNd adversarIes
Plantlife mind-mould
Across the sector, native plant life both ordinary and exotic covers Of the many hazards on the frontier world of Temperance, few
most worlds. As with the animal life of Askellon, the plants can are as insidious as the strain of parasitic fungus simply known as
be deadly—some deceptively so. Desoleum itself is mostly barren, mind-mould. Aside from some minor respiratory irritation, the
and what might lurk in its dark oceans remains unknown. Inside first sign of infection after inhaling its spores is a terrible rash,
the main hive, endless fungal species dominate within the iron which presages the appearance of tuber-like growths that slowly
walls. Many Underhive areas like the Gorges are only lit by these and painfully tear their way through the skin. The fungus enters
luminescent tendrils that line forgotten passages like ghostly fingers. the brain, and the infected individual begins to exhibit increasingly
erratic behaviour, before his body shuts down. Soon, the mind-
boneWeed mould completes its life cycle, when a build-up of gasses causes
the victim’s head to burst, scattering new spores everywhere.
Found primarily on the agri-world of Kalto, this vine takes its
name from its hard, segmented internal structure. The parasite Psykers seem especially susceptible, and the fungus attacks
takes root alongside other plants, coiling around them as it grows. them more rapidly, disrupting use of their powers with more
It robs other plants of sunlight, but worse, uses vicious barbs to horrible results should they perish. When a psyker’s brain explodes,
pierce victim plants, siphoning away nutrients. A single vine can it also disperses the mould’s Warp-presence, somehow infecting
spread across a wide field, decimating crops. other psykers far out of range of the physical spores.
More disturbing is the effect boneweed has on animal life. A character exposed to mind-mould spores must make an
Those that come near succumb to a violent psychosis, becoming Ordinary (+10) Toughness test to withstand infection. Over the
mindlessly homicidal. This has resulted in many costly incidents, next day, an infected character develops a painful rash. After a
including the deaths of a great many animal stock and several further 2d10 hours, fungal growths begin to emerge agonisingly
massacres involving agri-workers. The plant is also believed to be from the character’s skin. From this point, the character must make
the cause for incidents in other systems, where it has taken root on a Toughness test every hour, with a cumulative –10 penalty on
other planets. It is unknown if it is a resurgent native species; some each attempt. If he succeeds on any of the tests with three or more
even fear its introduction was a deliberate act of xenos sabotage, degrees of success, he has fought off the fungus and fully recovers.
and that the plant might even be unnatural in origin. Those with the Medicae skill can assist, as per page 25.
Plant Physiology: Boneweed has a uniform Toughness of 20
(TB=2) and no Armour. It does not have Hit Locations and does Whenever an infected character fails this test, he suffers 10
not suffer from Critical effects. Each metre length of boneweed is points of Toughness damage and 5 points of Intelligence damage,
treated as a separate target with 5 wounds (although once severed and must roll on Table 5–3: Hallucinogenic Effects on page
from the root, it dies in a matter of hours). Most growths are from 146. He continues to test as above every 1d5 hours, but once his
2 to 5 metres, although longer is possible. A boneweed’s roots Toughness reaches 0, his head detonates, killing him instantly. This
descend from 1 to 3 metres underground, and unless removed, the scatters a spore cloud over a 5 metre radius.
plant begins to regrow in days. When needed, treat a boneweed
growth as having a Threat Level of 8. Psykers suffer a –20 penalty to the initial Toughness test
Banemind: At the end of every third consecutive round a character to withstand infection. When using psychic powers, an infected
spends within 15 metres of boneweed, he must make an Ordinary psyker must always Push to 2 above his base psy rating. Psykers
(+10) Willpower test. If he fails, he enters a Frenzy (as per the talent who perish from mind-mould infection not only emit a spore
on page 127) and attacks the nearest character with whatever cloud, but also generates a psychic eruption. Each psyker within
melee weapon is closest to hand. This condition lasts for 1d10 a number of kilometres equal to 1d10 times the dead psyker’s
minutes after leaving the boneweed’s presence. Willpower bonus must also pass an Ordinary (+10) Willpower test
to avoid infection.
Chapter XII: NpCs aNd adversarIes 403
the enemy Within Hive Desoleum is sometimes likened to a living thing, a great
creature of metal. To the Callers of Sorrow, the hive is all but dead,
“Be vigilant! Report suspicious activity to your immediate oatherseer or and their purpose is to hasten its inevitable collapse. They look to
the nearest confessor.” the Underhive’s decrepitude as Desoleum’s ultimate fate, and see
any attempts to forestall this as futile and foolish. With morose
–Parchment posted outside a smelt-haven tavern glee, they seek to accelerate the hive’s fall. When first inducted,
members are educated on these elements, and they often view
Of all the threats to humanity’s survival, none are so it as an act of rebellion against their cruel masters. As they are
insidious as the enemy within. Xenos invaders may batter inducted deeper into the cult’s beliefs, they learn that the decay is
themselves bloody against the bulwark of the Imperium’s not symbolic, but literal, as the higher echelons seek to harness the
mighty armed forces, but even the mightiest gate is of no use power of the Warp to bring about their goals.
should a traitor unlock it from within. It was arch-treachery that
nearly doomed the nascent Imperium in the dark days of the The Callers of Sorrows are organised in a cell structure, each
Horus Heresy, and ever since, the Imperium has remained vigilant functioning as a complete cult in its own right, each subservient
against the enemy within. to a charismatic and powerful Preceptor. Only the higher-ranked
members even realise there are levels beyond the bounds of their
Few realise the scope of the threat posed to Hive Desoleum sect. Each cell, known as a Strain within the cult, centres its activities
from its inhabitants. Even Lady Desoleum and the Consortium and rites on a different aspect of decay or disease. When a Strain
are ignorant, by necessity, of many of the more profane heresies takes action against the hive, it does so in a way that corresponds
committed in the hive’s history. From the Apex down, Warp to its speciality, viewing the hive as a living creature supported by
dabblers, mutants, and profane covens infest its foundations. numerous organ systems. A Strain that focuses on diseases of the
Heretics both noble and poor offer sacrifices to fell gods, all out respiratory system, for instance, might plot to damage the hive’s
of sight of the Sanctionaries and good, Emperor-fearing citizens. air-cyclers, or use them to dispense an airborne pathogen.
Hive Desoleum has spawned numerous cults and secret As if in imitation of disease itself, most Strains are content to
societies. The Hidden Hand, Blessed Deliverance, the Children of bide their time before making a move, festering unseen as they lay
the Red God, Carnival Pandaemonia—these are just a few of the careful plans, taking pains not to reveal themselves until it is too
malefic cults purged over the millennia. Some pose little danger late for the hive to halt its infection. Sanctionaries and Arbites are
apart from the innate heresy of their beliefs, while others have often caught unprepared, as when nearly a decade ago the Leech
caused great devastation, fighting like a desperate animal when Children slowly introduced a deadly affliction into a major water
cornered. The Helbringers of Deth wielded dark powers and distillery. The total death count from this pollution of the hive’s
unnatural weapons, slaying numerous Arbitrators and incinerating lifeblood is unknown, but still rising. To date, five districts have
three whole companies of the Involute Cadre in what became been placed under quarantine.
known as the Battle of Skabton. The knowledge of such cults
is harshly suppressed, and the damage they wreak is frequently the Profane and heretiCal
attributed to gang activity. Many cults have been purged, only
to reappear time and again, some even spreading to Jarvin and These humans have forsaken the Emperor’s Light in the worship
Suzzum. One of the most entrenched and dangerous cults currently of the Pestilent Lord, and exist only to see Hive Desoleum brought
threatening Desoleum is that known as the Callers of Sorrow. low with decay and death. Many cultists twist their oath-bonds to
the cult’s ends, from a labourer slowing production to a noble
the Callers of sorroW funnelling his family’s wealth to finance his loathsome Strain.
The longer one remains in the cult, however, and the greater his
Like a cancer worming its way throughout an unsuspecting body, dedication, the more his body reflects the decay in his soul. As
the Callers of Sorrow spread their corruption unseen amongst the the cultists engage in blasphemous rituals to call on the pestilent
hive populace. They have numerous aid houses under a variety of powers of Chaos, their own living flesh decays or succumbs to
covers, where they offer assistance to the sick and injured lacking unnatural diseases, leaving them alive yet horribly afflicted. Even
access to medicae support. They also comfort those crushed their oath-cogs become rusted beyond all function, decayed and
with despair, carefully hiding the cult’s true nature from all those layered with grime.
seeking help. The cult’s flesh savants can tend to the pain of the
sick and dying with supernatural efficacy, and can even extend PreCePtor
life—for the right price, paid in much more than mere hive-scrip
or oath-extensions. It takes a strong personality to lead a cult, along with the capability
to twist minds against all that a good citizen of the Imperium
believes. The leaders of the Callers of Sorrow are no exception.
Preceptors, as they call themselves, often present an aura of morose
amusement, rather than the fiery bombast other cult leaders utilise.
They allege absurdity in the oath-system, providing an exit for
disillusioned hivers unhappy with their lot. Some Preceptors are
drawn to the worship of Chaos primarily as a way to further their
personal power and influence, while others are fanatically devoted
to the tenets of the Callers of Sorrow. All are charismatic and
strong-willed, and extremely dangerous foes.
4 0 4 Chapter XII: NpCs aNd adversarIes
preCepTor (MasTer) 33 PoX magister
8ar 2 6h — 8al 2 WS BS S Whether through the emergence of psychic abilities or pacts with
Daemonic entities, many Preceptors are practitioners of the dark
11-20 01-10 21-30 37 41 45 arts. Fearsome displays of unfettered sorcery further cement their
control over the cult, proving the might of Chaos. These sorcerers
8b 2 t 6 Ag Int are horrific in action, their honeyed words and gestures able to
tear reality itself apart to draw forth the Warp’s corrupting energies.
31-70 42 27 56
pox MaGisTer (MasTer)
Per WP fel 21
43 46 42
8lr 2 8ll 2 Ifl 5h — WS BS S
71-85 86-00 38 01-10 48 38 35
halF 2 Full 4 Charge 6 run 12 ThreaT 29 8ar 3 8b 3 8al 3 t 6 Ag Int
Boltgun Class BAsic 11-20 31-70 21-30 45 34 44
rng 100m roF s/3/– dMg 1d10+5 (X) Per WP fel
pen 4 Clip 24 rld 1 full WT 7 Kg avl Vr 52 66 38
speCial: tearing 8lr 3 8ll 3 Ifl
Skills: Awareness (Per), Command (Fel) +20, Deceive (Fel) +20, 71-85 86-00 27
Dodge (Ag), Forbidden Lore (Daemonology) (Int) +10
Talents: Jaded, Peer (Heretical Cults), True Grit halF 3 Full 6 Charge 9 run 18 ThreaT 30
Traits: Touched by the Fates (2), Unnatural Toughness (2) Class mElEE
Gear: Flak robes, ceremonial talismans force SWorD
Look Out Sir!: Once per round, as a Reaction, after a successful dMg 1d10+71+pr+sB(E)
attack test is made against the Preceptor (but before Hit Locations rng — roF — WT 5 Kg avl nu
are determined), he can nominate one other allied character within
5 metres. That character becomes the new target of the attack, and pen 52+pr Clip — rld —
the attack proceeds as normal.
speCial: BalanceD, Force
Skills: Awareness (Per) +10, Command (Fel) +10, Parry (WS),
Forbidden Lore (Daemonology) (Int) +20, Psyniscience (Per) +10
Talents: Bastion of Iron Will, Resistance (Disease, Psychic Powers),
Strong Minded, Warp Sense
Traits: Psyker (PR 3), Touched by the Fates (1), Unnatural
Toughness (2)
Psychic Powers: Endurance, Enfeeble, Life Leech, Nurgle’s Rot
(see sidebar on page 406)
Gear: Flak robes, tomes and scrolls of arcane lore
Chapter XII: NpCs aNd adversarIes 405
Contagion demagogue strain initiate
These foul spreaders of untruth and heresy are one of the most New recruits to the Callers are found everywhere in the hive,
dangerous enemies an Acolyte might encounter. This is not due from sickly dregs in the Gorges to ailing Apex nobles fearing the
to combat prowess, though they may indeed be formidable, but emptiness of their lives. Regardless of their birth or previous deeds,
the power these traitors wield over their followers. Some were each has forfeited his soul by turning to the power of Chaos. Most
formerly loyal preachers, now turned apostate and capable of are able to continue in their old lives and occupations as they rise
corrupting those from their flock and beyond. Even those without in the cult, their appearance as yet unblemished by Chaos. Many
a background in the Cult Imperialis possess such strength of faith accept or self-inflict ritual wounds and brands, allowing them to
and oration that their speeches can draw great crowds. Poisoned in fester until few can avoid noticing the stench and filth.
mind and spirit, the masses readily hail the demagogue as prophet.
sTrain iniTiaTe (Troop)
ConTaGion DeMaGoGue (eliTe) 15 11
2h — 4h — WS BS S
01-10 WS BS S 01-10 30 33 35
3ar 1 3b 1 3al 1 41 35 37 4ar — 4b — 4al — t Ag Int
11-20 31-70 21-30 t Ag Int 11-20 31-70 21-30 34 37 24
28 32 44 Per WP fel
36 29 32
Per WP fel 5
46 47 39
4lr — 4ll — Ifl
3lr 1 3ll 1 Ifl
71-85 86-00 —
71-85 86-00 —
halF 3 Full 6 Charge 9 run 18 ThreaT 5
halF 3 Full 6 Charge 9 run 18 ThreaT 10 StuB revolver Class pisTol
Class pisTol
lASPIStol rng 30m roF s/–/– dMg 1d10+3 (i)
dMg 1d10+2 (E)
rng 30m roF s/2/– WT 1.5 Kg avl cm pen 0 Clip 6 rld 2 full WT 1.5 Kg avl pl
pen 0 Clip 18 rld hAlf Class mElEE speCial: reliaBle
dMg 1d10+52+sB (r)
speCial: reliaBle WT 6 Kg avl AV
chAInSWorD Skills: Medicae (Int) +10
Gear: Dirty robes
rng — roF —
pen 2 Clip — rld —
speCial: BalanceD, tearing nurgle's rot
Skills: Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +10, The psyker focuses his mind on the generosity of
Intimidate (S) +10 Grandfather Nurgle, drawing forth from the Warp a great
gift of disease to share with those around him. A noxious
Talents: Hatred (Everything), Adamantium Faith and unnatural slime splashes across all those nearby, infecting
Traits: Unnatural Fellowship (2) them with the galaxy’s most perfect disease.
Gear: Cult robes, and religious or blasphemous icons Action: Half Action
Unholy Oration: As a Half Action, the demagogue may make Focus Power: Difficult (–10) Willpower test
an Ordinary (+10) Command test to sap the will of those who Range: 2 metres x Psy Rating
Sustained: No
oppose him. If he succeeds at this test, a number of targets (up to Subtype: Attack
Effect: Each character within range (excluding Daemons of
his Fellowship bonus) that are in line of sight and earshot suffer 1 Nurgle and those sufficiently devoted to the Plague God)
must make a Toughness test. Each target that fails the test
level of Fatigue. Note that a character can only be affected by this immediately suffers 2 x PR Strength damage and 2 x PR
Toughness damage. If this results in a character’s death,
action once during an encounter; multiple uses do not stack on the character is reborn after 2d5 rounds as a loathsome
Plaguebearer (see page 415).
the same target.
4 0 6 Chapter XII: NpCs aNd adversarIes
strain infeCtor pesTilenTanT (Troop) 15
Full Strain members gain further access into the mysteries of the 5ar — 5h — 5al — WS BS S6
Callers of Sorrow, and their minds and souls become twisted
beyond redemption as their devotion deepens. They often wear 11-20 01-10 21-30 45 21 43
concealing clothing, for their forms are marked with the infections
and diseases they eagerly share as ordered. Knowing the fate that 6b 1 t5 Ag Int
awaits them at the hands of the Sanctionaries, infectors refuse to
surrender, and are rarely taken alive. 31-70 44 36 32
Per WP 5 fel
43 39 20
sTrain infeCTor (Troop) 13 5lr — 5ll — Ifl
4h — 71-85 86-00 —
01-10 WS BS S halF 3 Full 6 Charge 9 run 18 ThreaT 8
Class mElEE
5ar 1 5b 1 5al 1 34 42 35 SWorD
dMg 1d10+6sB (r)
11-20 31-70 21-30 t Ag Int rng roF — WT 3 Kg avl cm
42 48 28 pen 0 Clip — rld —
Per WP fel
44 37 27
speCial: BalanceD
4lr — 4ll — Ifl Skills: Acrobatics (Ag) +10, Intimidate (S) +20
Talents: Devastating Assault
71-85 86-00 — Traits: Unnatural Strength (2), Unnatural Toughness (1), Unnatural
Willpower (2)
halF 4 Full 8 Charge 12 run 24 ThreaT 6 Gear: Leather scrap armour
Exploit Weakness: When making a melee attack a target with at
Autogun Class BAsic least 1 level of Fatigue, the pestilentant gains a +10 bonus to the
Weapon Skill test for each level of Fatigue the target has.
rng 100m roF s/3/– dMg 1d10+3 (i)
pen 0 Clip 30 rld 1 full WT 5 Kg avl AV
speCial: —
Skills: Acrobatics (Ag), Dodge (Ag) +10, Medicae (Int) +10, the tWisted and monstrous
Sleight of Hand (Ag) +10
Talents: Hip Shooting For those afflicted by mutation, hope is a luxury long since cast
Gear: Hive leathers aside. It is a constant problem in Hive Desoleum, often the result
Unholy Resilience: Attacks targeting the infector’s insensitive form of toxic manufacturing by-products and ancient radiation hazards
cannot trigger Righteous Fury. in the deep hive. Hivers are taught from birth to hate and shun
the mutant, a common decree from the pulpit. They know that
Pestilentant mutation is an outward sign of an evil nature, a punishment and
mark of sin. Indeed, the touch of Chaos and exposure to the Warp
Fanatically devoted to the Callers of Sorrow, these zealots show
little regard for their own lives. They are steeped in the corruption cause mutation at least as surely as any toxic hazards. No
of Chaos, their bloated bodies deformed in reflection of their matter the source, a hiver with a minor mutation might
impure souls. Though less affected than mutants, the attempt to hide it and go about his life, but always
touch of the Warp is evident on them through knows even his family would turn on him should
festering wounds, pus-filled boils, and they discover the truth.
hideous pox-scars. In order to operate Mutants are common in the Gorges, where
publicly, pestilentants must conceal dangerous environmental pollutants combine to
their wretched forms completely, result in horrifically unstable genes. Entire mutant
commonly using heavy rebreathers, populations gather and thrive in these dark
enclosed furnace suits, or hooded reaches. Certain manufactorums in the
robes. Most are far too insane to be lowest hive levels, collectively denigrated
trusted with delicate assignments, so as blighted factories, tolerate mutants
their appearance is often the prelude among their workforce. Even by hive
to an all-out attack. standards, these labourers are treated
brutally. Within the Main Hive, mutants
must be cautious, as wandering into the
wrong hab might get them attacked and
burned alive. It is no surprise that many discard their oaths and flee
far downhive. Isolated in the Dark far below Desoleum, they often
become the flesh-eating monsters that hivers assume them to be.
Chapter XII: NpCs aNd adversarIes 407
fleshbent malatant
The Callers of Sorrow offer a natural home for mutants whose Some mutants grow to inhuman size, their profane nature marked
deformities are an obvious symptom of the hive’s decay, and by impossible masses of muscle and dense flesh. The Callers of
hail them as the blessed fleshbent. Some are motivated to join Sorrow actively seek out these creatures for their sheer physical
by hatred for the hive that has persecuted them, others simply bulk, their misshapen bodies a reflection of their Pestilent Father’s
to be amongst like-minded souls and individuals who care not corpulent bounty.
for, or even celebrate, their mutations. Worse still are those who
became mutants in the course of their service to the Callers of MalaTanT (eliTe) 27
Sorrow. As cult members partake further in the worship of the
Lord of Decay and the rituals of the Warp, their flesh rebels at the 6h — WS BS S
unnatural influence of the Immaterium. Many cultists view these
mutations as blessings from the Gods of Chaos, and as they pay 9ar 3 01-10 9al 3 41 27 55
their respect to the Lord of Decay, the gifts often include writhing
tentacles, jointed eyestalks, extra heads, bestial features, or crowns 11-20 9b 3 21-30 t Ag Int
of flickering balefire.
31-70 61 30 31
Some are horrifically altered creatures beyond even the
grotesqueries of mutant wretches. With no place in society, it is Per WP fel
natural that they flock to Chaos cults. While some retain their 44 36 28
minds, at least as much as any servant of Chaos can, others are
afflicted by madness and mental decay. They are often a great 6lr — 6ll — Ifl
asset to the cult for their ferocity in combat, but of little use
otherwise. Depending on the nature of their physical mutations, 71-85 86-00 —
such dim-witted or insane creatures might be given a place of
respect amongst the cult. Known as the Favoured of the Father, halF 4 Full 8 Charge 12 run 24 ThreaT 10
their nonsensical ramblings are taken as prophecy, and they act as Class mElEE
advisors to the cult leadership. greAt WeAPon
dMg 2d10+5sB (r)
rng — roF — WT 7 Kg avl sc
pen 0 Clip — rld —
speCial: unBalanceD
flesHBenT (Troop) 11 Skills: Athletics (S) +20, Survival (Per) +10
Talents: Crushing Blow, Iron Jaw
4ar — 4h — 4al — WS BS S4 Traits: Size (5)
Gear: Scavenged flak armour, gruesome trophies
11-20 01-10 21-30 37 46 33 Smash to the Ground: Whenever a malatant strikes with an attack,
the target also suffers 1d5+5 Agility damage.
5b 1 t 4 Ag Int
neCroPhage
31-70 37 35 35
These hideous mutants have taken on diseased and even necrotic
Per WP fel appearances. In the most extreme cases, they must even feed
on human flesh to sustain their own decaying forms. They are
43 44 25 especially favoured within the Callers of Sorrow, who see them as
the most blessed of Nurgle’s mortal children.
4lr — 4ll — Ifl
71-85 86-00 —
halF 3 Full 6 Charge 9 run 18 ThreaT 7 neCropHaGe (eliTe)
Shotgun Class BAsic 19
rng 30m roF s/–/– dMg 1d10+4 (i) 3h — WS BS S
pen 0 Clip 8 rld 2 full WT 5 Kg avl AV 01-10 64 36 44
speCial: scatter 4ar 1 4b 1 4al 1 t Ag Int
11-20 31-70 21-30 39 50 28
Skills: Survival (Per) +10 Per WP fel
Traits: Unnatural Strength (1), Unnatural Toughness (1) 47 45 33
Gear: Scavenged leather armour, broken trinkets and mementos
Fleshbent: These lowly mutants exhibit a wide array of strange 3lr — 3ll — Ifl
and terrible alterations from the blessed form of humanity, and the
71-85 86-00 —
GM should apply appropriate traits and entries from Table 8–16:
Mutations on page 292 to create unique mutants to face the PCs. halF 5 Full 10 Charge 15 run 30 ThreaT 10
Class mElEE
cleAver
dMg 1d10+4sB (r)
rng — roF — WT 3 Kg avl cm
pen 1 Clip — rld —
speCial: unBalanceD
4 0 8 Chapter XII: NpCs aNd adversarIes
Skills: Acrobatics (Ag) +10, Dodge (Ag) +10, Survival (Per) +10 warp-Caller (Troop) 9
Talents: Assassin Strike, Constant Vigilance (Per)
Traits: Fear (1), Regeneration (6) 2h — WS BS S
Gear: Scavenged leather armour
Leaching: Whenever he successfully inflicts damage to an enemy 3ar 1 01-10 3al 1 38 29 38
with a melee attack, the necrophage immediately removes 1d5+4
damage from himself. 11-20 3b 1 21-30 t Ag Int
31-70 28 37 50
toXer Per WP 5 fel
The mutants known to some as toxers often thrive amidst the 45 39 44
noxious chemical lakes of the Dark. These impossible creatures’
twisted forms exude blighted chemicals fatal to normal humans, 3lr 1 3ll 1 Ifl
and often house hideous nests of twisted vermin in place of
internal organs. 71-85 86-00 —
halF 3 Full 6 Charge 9 run 18 ThreaT 7
Class mElEE
StAff
dMg 1d10+3sB (r)
Toxer (eliTe) rng — roF — WT 3 Kg avl pl
18 pen 1 Clip — rld —
4h — WS BS S speCial: BalanceD, primitive (7)
5ar 1 01-10 5al 1 56 26 51 Skills: Psyniscience (Per) +20
Traits: Psyker (PR 2), Unnatural Willpower (2)
11-20 5b 1 21-30 t Ag Int Psychic Powers: Enfeeble, Hallucination, Misfortune
Gear: Robes, assorted talismans and fetishes, malefic texts
31-70 46 35 40
Per WP fel
51 38 19
4lr — 4ll — Ifl warp-priesT (eliTe) 16
71-85 86-00 —
halF 3 Full 6 Charge 9 run 18 ThreaT 12 4h — WS BS S
clAWS AnD teeth Class mElEE 5ar 1 01-10 5al 1 44 26 46
rng — roF — dMg 1d5+5sB (i) 11-20 5b 1 21-30 t Ag Int
pen 0 Clip — rld — WT — avl — 31-70 41 47 46
speCial: tearing, toxic (2) Per WP 6 fel
58 56 38
Skills: Survival (Per) +20 5lr 1 5ll 1 Ifl
Talents: True Grit
Traits: Amphibious, Deadly Natural Weapons 71-85 86-00 —
Gear: Scavenged leather armour
Toxer Cloud: Whenever the toxer suffers damage, he immediately halF 4 Full 8 Charge 12 run 24 ThreaT 12
creates a debilitating miasma centred at his location with a radius Class mElEE
of 3 metres that lasts for 5 rounds. While within a toxer cloud, force StAff
enemy characters suffer –20 penalty on all tests; this penalty does dMg 1d10+8pr+sB(E)
not stack if an enemy is within multiple clouds. rng — roF — WT 2 Kg avl Er
Psykers pen 62+pr Clip — rld —
Psykers who do not submit to the Black Ships of the Adeptus speCial: Force
Astra Telepathica are universally dangerous, for even the least of
them can still be the doom of an entire world. Every unprotected Skills: Dodge (Ag) +10, Psyniscience (Per) +30
mind is a potential gateway through which the Daemons of the Talents: Constant Vigilance (Per), Warp Sense
Warp can enter reality. Traits: Psyker (PR 4), Unnatural Willpower (1)
Psychic Powers: Assail, Fiery Form, Iron Arm, Life Leech, Smite
Unsanctioned psykers can hope for no peace in Hive Gear: Robes, false oath-cog
Desoleum. Eventually, their nature is discovered, and they must Psy Drain: As a Free Action, once per round, the Warp-priest
fight or flee death by fire at the hands of a fearful mob. Some may target one psyker ally within 10 metres who possesses a psy
turn to the Dark Gods, for Chaos promises a path to power and rating lower than his own. The target immediately suffers 1d5+5
perhaps even safety. A cult is one of the few places where rogue Willpower damage and the Warp-priest then increases his psy
psykers are welcomed; the Callers of Sorrow in particular seek rating by 1 for the remainder of the round.
them out eagerly. From minor Warp-callers to terrifying Warp-
priests, they are often used in cult rituals to beseech the Plague
Father for new blessings to inflict on their foes.
Chapter XII: NpCs aNd adversarIes 409
sPaWn of Chaos
The Ruinous Powers reward their followers with all manner of
gifts. These twist bodies and minds in ways impossible to imagine,
perhaps adding acidic saliva, an exoskeleton of red-hot rock, or
leathery wings. To follow the Path of Chaos is to accept these
gifts, no matter what deformities they bring, for at the end is
the ultimate blessing of ascension to a Daemon Prince. There is,
however, only so much mortal flesh can withstand before sanity
and physical control is forever lost. If a mortal is not transformed
into a Daemon, there comes a time when the mutations become
overwhelming and he becomes a Spawn of Chaos.
A Spawn is a monstrous sight, each a unique, gibbering
mass of tissue that should not possibly live but still does, powered
through the unholy energy of the Dark Gods. Some might have
multitudes of oily tentacles, or have grown insectoid eyes, or even
sprouted new faces along their body that scream their pain with
each motion. The Callers of Sorrow often have small numbers of
Spawn chained in the lower depths of their strongholds, where
they are worshipped as divine revelations of the power of Chaos
made manifest. Often the Spawn are fed with captured enemies, or
set loose to cause terror as part of larger cult actions.
spawn of CHaos (eliTe) 35
†ar — †h — †al — WS BS S
11-20 01-10 21-30 †† †
†b — t Ag Int
31-70 †† —
Per WP fel
†† —
†lr — †ll — Ifl
71-85 86-00 —
halF AB Full 2AB Charge 3AB run 6AB ThreaT 11
clAWeD tentAcleS Class mElEE
rng 2m roF — dMg 1d10+†sB(i)
pen 1 Clip — rld — WT — avl —
speCial: FlexiBle, snare (1), toxic (1)
Traits: Deadly Natural Weapons, Fear (3), From Beyond, PreCePtor PoXifeX
Regeneration (12) aChkovas sPengh
†Constant Mutation: Roll 30+3d10 to determine each of the Chaos Known only to the Preceptors of the various cult Strains, the overall
Spawn’s characteristics at the start of each new encounter. GMs master of the Callers of Sorrow is Achkovas Spengh, the Preceptor
Poxifex. Spengh’s history is unclear even to the cult’s inner circle.
should feel free though to alter these as desired to create specific None would suspect it was his dark ambitions that founded the cult
centuries ago. The blessings of Nurgle have kept Spengh alive far
Spawn, and are encouraged to apply traits and results from Table beyond his natural lifespan, though whether he can still be considered
8–16: Mutations on page 292 to fashion even greater variety for alive in the conventional sense is an open question. Though possessed
these monstrous creatures. of an unnatural vigour, the touch of the Plague God is evident.
Spengh is horrible to look upon, a bloated mass of ruptured and
410 as any can remember. He directs the cult from a concealed abode deep
within the darkest and oldest recesses of the Hive, his hideous visage
safely hidden from prying eyes.
The Preceptor Poxifex is an appallingly powerful sorcerer, swollen
with Nurgle’s pestilence. As long as Spengh exists, so do the Callers
of Sorrow. Even were each Strain purged and each mutant heaped on
the pyre, he could regrow the cult like a corrupt weed. Though it may
take centuries for his plans to reach full effect, Spengh is nothing if
not patient.
the enemy Without greater extent than humans can comprehend. This extends to the
experience of combat, both the pursuit of perfection in the art of
“He who provides shelter and aid to the xenos shares its crime of existence.” warfare, and in the visceral thrill of spilling an enemy’s blood and
ending a life.
–Deacon Loethe
In the eyes of the Dusk Vipers, the Eldar are, as they ever
Since Mankind first travelled to the stars, he has faced the were, the masters of the galaxy. For the Navy and merchant fleet of
threat of the alien. Myriad xenos races populate the galaxy, Askellon, however, they are an inscrutable terror that lurks in the
some old beyond comprehension, others even younger darkness between stars. As with all of their kind, the Eldar pirates
than humanity. Most of these have proved hostile to Mankind and in the sector have shown time and again that they are unpredictable
its divine right to rule the galaxy. During the Great Crusade and and erratic in the extreme. The apparent purpose of their raids is
in the time since, the Imperium has destroyed numerous species, often to obtain wealth and resources, and some Eldar captains have
whether in defence of its borders, in the name of conquest, or been known to give quarter and avoid unnecessary bloodshed so
simply for their crime of existence. Though Askellon faces obvious long as they receive their bounty. At other times, the Eldar have
threats from a variety of alien races, the ancient Eldar represent a behaved as if their only desire was to inflict pain and death on
more subtle but no less important danger to the sector. humanity, as was the case on the colony world of Polthos, where
the Eldar butchered the population and dragged away the survivors
CraftWorld miandrothe to an unthinkable fate. On a few occasions, though, Eldar vessels
have unexpectedly come to the aid of beleaguered Imperial ships.
While many within Askellon know of the Eldar’s presence in the
sector from their continual raiding attacks, none are aware that one Though Craftworld Miandrothe is hidden from the
of their huge city-ships, known as craftworlds, is within the sector. Imperium, this is not to say that its inhabitants have been inactive.
Drifting silently in the void, the Eldar craftworld of Miandrothe’s Under the guidance of Farseer Mandr’thiel, the Miandrothe Eldar
presence in Askellon is as-yet unknown to the Imperium. enact small-scale operations to their own inscrutable ends. Each
year, the frequency of these Eldar attacks increases, and some in
For their own reasons, the Eldar of Craftworld Miandrothe the craftworld fear that Mandr’thiel is becoming too reckless. So
have come to the sector, concealing their presence to unknown far, Askellon’s rulers have attributed many of these incidents to
ends. The craftworld has traversed Askellon for many centuries, Corsair activity, while remaining completely ignorant of others. In
ever vigilant for an eternal foe. As the Pandaemonium has risen, addition to these raids and other, stranger, missions on Imperial
the Eldar have not fled for safer reaches. Rather, they have chosen soil, Miandrothe’s Eldar have engaged in skirmishes and battles
to remain, even should it spell their doom and eternal damnation. with an ancient and implacable foe, arising from its slumber on
What peril might cause an entire craftworld and its people to scattered, dead planets across the sector. Of late, its Rangers have
sacrifice themselves in this manner remains a secret only the Eldar especially deigned to tread farther in some mysterious search. The
could comprehend. Bone-World of Thaur and the cursed realm of Tuchulcha have
been of particular interest to them, and whatever they hope to find
The Eldar have proven time and again unfathomable to the must be of considerable import.
human mind. Their behaviour seems both erratic and callous, for
the Eldar value the survival of their race above all else. The seers Despite their radically different viewpoints, the Dusk Vipers
who guide the craftworlds are gifted with great foresight, and have long been allies and accomplices to the Eldar of Craftworld
would bring about the death of millions of humans if in so doing Miandrothe. As well as trading extensively, often in Miandrothe’s
the life of a single Eldar was saved. Their schemes might develop favour, the Dusk Vipers have assisted their craftworld cousins
for many years, even centuries, before their true goals become on many occasions. In addition to providing information and
apparent to human perceptions. resources obtained in their piratical raids, the Dusk Vipers have
been known to accompany Miandrothe Eldar in their offensives
So it is that Miandrothe came to Askellon long ago, perhaps against the Imperium and other foes.
in order to instigate some great event, or to stop it, or perhaps
simply to be present come the appointed hour. It might be that eldar guardian
some threats lie buried within the sector, ready to eradicate the
entire Eldar race. In such a battle, the works of Man are as nothing Artisans, intellectuals, craftsmen, poets—all Eldar must also be
to the Eldar, the Emperor’s domains no more than battlegrounds prepared to take up the mantle of Guardian in the defence of
to be fought over in a war of cosmic proportions. their craftworld. Though their abilities are far less than those who
tread the Path of the Warrior, Eldar Guardians are nonetheless a
While the Eldar of Craftworld Miandrothe have yet to reveal deadly force, capable of defeating many times their own number,
themselves to the Imperium, the sector has long suffered at the even when facing the elite soldiery of the lesser races. Their natural
predations of Eldar Corsairs, most notably the band known as the speed and grace put them at a great advantage over human warriors.
Dusk Vipers. Corsairs do not stifle themselves with self-imposed
restrictions of the Paths, as do the Craftworld Eldar, but pursue They are commonly armed with shuriken catapults—
a lifestyle much closer to that enjoyed before the Fall. The Dusk sophisticated weapons that fire hails of monomolecular-edged
Vipers lead lives of excitement and experience, ever travelling, ever discs, scything down numerous foes in moments. Catapults
seeking to prove their superiority over the younger races. Through slice discs from a solid ammunition core and launch them with
their raids, the Dusk Vipers seek wealth and renown, but perhaps incredible speed through gravitic means that baffle the Adeptus
above all they seek the exhilaration of battle. Eldar experience every Mechanicus. That they equip their militia with weaponry that defies
facet of life, from the heights of joy to the depths of sorrow, to a the understanding of humanity’s greatest minds speaks highly to
the sophistication of Eldar technology.
Chapter XII: NpCs aNd adversarIes 411
Even compared to other craftworlds, Miandrothe has a small Dusk Viper Corsair (eliTe) 12
population, and its citizen-warriors are enlisted only in the direst of
circumstances. For its Guardians to travel from their home surely 7h 4 WS BS S
indicates a truly grave prediction by Miandrothe’s Seers.
01-10 43 37 42
elDar GuarDian (Troop) 12 7ar 4 7al 4
7b 4 t Ag 7 Int
11-20 21-30
31-70 39 44 39
7h 4 WS BS S
7ar 4 7al 4 Per 6 WP fel
01-10 34 38 38
11-20 21-30 46 39 44
7b 4 t Ag 6 Int
7lr 4 7ll 4 Ifl
31-70 32 39 35
71-85 86-00 —
Per 4 WP fel
halF 7 Full 14 Charge 21 run 42 ThreaT 8
38 33 32
ShurIken cAtAPult Class BAsic
7lr 4 7ll 4 Ifl
rng 80m roF s/3/10 dMg 1d10+4 (r)
71-85 86-00 —
halF 6 Full 12 Charge 18 run 36 ThreaT 7 pen 3 Clip 100 rld 1 full WT 2.5 Kg avl Er
ShurIken cAtAPult Class BAsic speCial: razor sHarp, reliaBle
rng 80m roF s/3/10 dMg 1d10+4 (r) elDAr SWorD Class mElEE
pen 3 Clip 100 rld 1 full WT 2.5 Kg avl Er rng — roF — dMg 1d10+51+sB (r)
speCial: razor sHarp, reliaBle pen 1 Clip — rld — WT 3 Kg avl Vr
speCial: BalanceD
Skills: Acrobatics (Ag) +30, Awareness (Per) +10, Dodge (Ag) +10, Skills: Acrobatics (Ag) +30, Awareness (Per) +10, Dodge (Ag)
Operate (Surface), Stealth (Ag) +20 +10, Operate (Aeronautica, Surface, Voidship) +20, Parry (Ag),
Talents: Hip Shooting, Independent Targeting, Sprint Stealth (Ag) +20
Traits: Unnatural Agility (3), Unnatural Perception (1) Talents: Blade Master, Swift Attack, Whirlwind of Death
Gear: Eldar mesh armour, spirit stone Traits: Unnatural Agility (3), Unnatural Perception (2)
Battle Focus: Once per round, on his turn, the Guardian can move Gear: Eldar mesh armour, spirit stone
a number of metres equal to his Agility bonus as a Free Action. Elusive: After performing a successful Dodge test, the Corsair
imposes a –10 penalty on all attacks which target him until the
dusk viPer Corsair beginning of his next turn.
While the Eldar of Craftworld Miandrothe only take up arms in
times of great need, their cousins from the Dusk Vipers Corsair
fleet roaming the sector are no strangers to frequent violence.
Whether out of need, spite, or the mere thrill, the Dusk Vipers
leap from one assault to another, ever eager for spoils and glory.
They are more than a thorn in the sector’s side; they are akin more
to a blade, one that stabs again and again, and each time from
an unexpected quarter. The frontier world of Zasse, the asteroid
mining colony of Sulliman’s Ascent, and countless vessels of
Askellon’s merchant fleets—all have known the predations of these
vicious Eldar raiders.
4 1 2 Chapter XII: NpCs aNd adversarIes
eldar ranger eldar Pathfinder
For some Eldar, the structured life of a craftworld is too much While most Eldar who tread the Path of the Outcast remain
to shoulder. They undertake the Path of the Outcast—leaving on it only for a time before returning to their craftworld, there
their home to experience the full range of experiences the are a few who become locked on the Path. Over many human
galaxy has to offer. Known as Rangers, these Eldar wander the lifetimes, these Pathfinders perfect the skills that keep them alive
forgotten paths of the webway, travelling from planet to planet on their journeys, becoming unparalleled marksmen and masters
and even visiting other, distant craftworlds. Few totally forsake of stealth. By the standards of Miandrothe, they are strange and
their home; most return periodically, bringing news of significant eccentric, their presence often merely tolerated. Like all Eldar,
events, or particularly interesting experiences. Each year, more though, Pathfinders ferociously protect the secretive existence of
of Miandrothe’s children undertake this path. Their elders know their craftworld from the lesser species.
better than to try to deter them, for as long as that wanderlust
remains unquenched, it is impossible to properly devote oneself to elDar paTHfinDer (eliTe) 12
a Path within the craftworld.
7ar 4 7h 4 7al 4 WS BS S
Rangers are masters of stealth. The natural grace of the Eldar,
combined with sophisticated chameleoline cloaks, guarantees that 11-20 01-10 21-30 45 54 43
their presence is seldom known until they launch their attack.
However, Rangers are by their nature unconventional, and as 7b 4 t Ag 7 Int
likely to act simply on their own curiosity as for the good of
Miandrothe. Though Rangers sometimes operate on their own, 31-70 38 49 46
they often band together, both for defence and for the kinship of
their own kind. Where there is one Ranger, any number of others Per 7 WP fel
could be hidden, appearing as vengeful ghosts when they strike.
46 47 37
7lr 4 7ll 4 Ifl
71-85 86-00 —
elDar ranGer (eliTe) halF 7 Full 14 Charge 21 run 42 ThreaT 17
12 elDAr long rIfle Class BAsic
7h 4 WS BS S rng 250m roF s/–/– dMg 1d10+12 (E)
01-10 42 49 37 pen 2 Clip 18 rld 1 full WT 4 Kg avl nu
7ar 4 7b 4 7al 4 t Ag 7 Int speCial: accurate, Felling (2), reliaBle
11-20 31-70 21-30 34 48 39
Per 6 WP fel Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Dodge (Ag) +20,
Stealth (Ag) +30, Survival (Per) +10
44 42 44
Talents: Keen Intuition, Marksman,
7lr 4 7ll 4 Ifl Target Selection
71-85 86-00 — Traits: Unnatural Agility (3),
Unnatural Perception (3)
halF 7 Full 14 Charge 21 run 42 ThreaT 14
Gear: Light Eldar mesh armour,
elDAr long rIfle Class BAsic chameleoline cloak, spirit stone
rng 250m roF s/–/– dMg 1d10+12 (E) Living Ghost: The Pathfinder
scores two extra degrees of
pen 2 Clip 18 rld 1 full WT 4 Kg avl nu
success on successful Stealth tests.
speCial: accurate, Felling (2), reliaBle
Uncanny Aim: When the
Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Dodge (Ag) +10, Pathfinder Aims as a Half Action, it
Stealth (Ag) +30, Survival (Per) +10
counts instead as a Free Action. When
Talents: Marksman
Traits: Unnatural Agility (3), Unnatural Perception (2) he Aims as a Full Action, it counts
Gear: Light Eldar mesh armour, chameleoline cloak, spirit stone
Living Ghost: The Ranger scores two extra degrees of success on instead as a Half Action.
successful Stealth tests.
Chapter XII: NpCs aNd adversarIes 413
dire avenger in any but the direst circumstances, so Warlocks often carry out
their plans beyond the craftworld’s bounds. Mandr’thiel frequently
Clad in stronger armour and armed with specialised shuriken tasks Warlocks with leading strike forces, the battle-psykers helping
catapults, Dire Avengers are even more deadly than Guardians. For to better ensure the Farseer’s visions come to pass through their
while Guardians are common citizens who fight only when they own adjustments to the twisting skeins of fate.
must, Dire Avengers walk the Path of the Warrior, centring their
entire existence on the study and perfection of their deadly craft. elDar warloCk (MasTer) 22
As the most numerous and tactically flexible of Craftworld 8ar 5 7h 4 8al 5 WS BS S
Miandrothe’s Aspect Warriors, they are commonly used when
Farseer Miandr’thiel’s visions drive the Eldar to act against their 11-20 01-10 21-30 53 46 41
foes. With lightning precision, the Dire Avengers leave behind
nothing but death, ensuring none within Askellon learn of the 8b 5 t Ag 7 Int
craftworld’s presence.
31-70 38 42 43
Dire aVenGer (eliTe) 16
Per 6 WP 7 fel
42 47 48
7h 4 WS BS S 8lr 5 8ll 5 Ifl
01-10 46 47 40 71-85 86-00 54
7ar 4 8b 5 7al 4 t Ag 7 Int halF 7 Full 14 Charge 21 run 42 ThreaT 35
11-20 31-70 21-30 36 44 38 ShurIken PIStol Class BAsic
Per 5 WP fel rng 30m roF s/3/– dMg 1d10+4 (r)
43 42 34 pen 3 Clip 50 rld 1 full WT 1.2 Kg avl Er
8lr 5 8ll 5 Ifl speCial: razor sHarp, reliaBle Class mElEE
71-85 86-00 — WItchBlADe
halF 7 Full 14 Charge 21 run 42 ThreaT 12 rng — roF — dMg 1d10+101+pr+sB (r)
A v e n g e r S h u r I k e n c A t A P u l t Class BAsic pen 83+pr Clip — rld — WT 3 Kg avl un
rng 120m roF s/3/10 dMg 1d10+4 (r) speCial: BalanceD, Force
pen 3 Clip 100 rld 1 full WT 3 Kg avl nu
speCial: razor sHarp, reliaBle Skills: Awareness (Per) +10, Dodge (Ag) +20, Forbidden Lore
(Psykers, The Warp) (Int) +20, Parry (Ag), Psyniscience (Per) +30
elDAr SWorD Class mElEE Talents: Bastion of Iron Will, Blademaster, Resistance (Psychic
Powers), Strong Minded, Warp Lock, Warp Sense
rng — roF — dMg 1d10+51+sB (r) Traits: Psyker (PR 5), Touched by the Fates (2), Unnatural Agility
(3), Unnatural Perception (2), Unnatural Willpower (3)
pen 1 Clip — rld — WT 3 Kg avl Vr Psychic Powers: Destructor (see below), Forewarning, Invisibility,
Mental Fortitude, Misfortune, Psychic Shriek
speCial: BalanceD Destructor: The Warlock draws forth his anger and inner desire
for destruction, focusing it as a roiling wave of devastating energy.
Skills: Athletics (S) +20, Awareness (Per) +10, Dodge (Ag) +10,
Parry (Ag) +10, Tech-Use (Int) Action: Half Action
Talents: Counter Attack, Deathdealer (Ranged), Hip Shooting, Focus Power: Ordinary (+10) Willpower attack test
Sprint, Target Selection Range: 10 metres x psy rating
Traits: Unnatural Agility (3), Unnatural Perception (1) Sustained: No
Gear: Aspect armour, spirit stone Subtype: Attack
Bladestorm: Once per round, as a Half Action, the Dire Avenger
can apply the Spray quality to the next attack he makes with his DeStructor psyChiC blasT
Avenger Shuriken Catapult.
rng 10m X pr dMg 1d10+105+pr (E) pen 1
eldar WarloCk
speCial: spray
While Farseers are responsible for guiding a craftworld, its
Warlocks concern themselves exclusively with the art of war, and Gear: Rune armour, runic charms, spirit stone
how they might bend their powers toward it. Before pursuing the Unnatural Speed: At the start of combat, the Warlock rolls Initiative
Path of the Seer, they trod the Path of the Warrior. In battle, these twice. He then gets two separate turns, one at each Initiative rolled.
battle-mystics combine martial skill and potent psychic ability. They He receives a new allotment of actions during each of his turns,
are deadly swordsmen, wielding a powerful weapon known as a and he can perform one Action with the Attack subtype in each.
Witchblade. Each also exhibits many strange and terrible psychic Each new turn provides him a Reaction, which is lost if unused
powers, capable of annihilating his foes with blasts of Warp energy, before his next turn begins (and so he never has more than one
or quickening the already-superhuman reflexes of his comrades. Reaction). All effects that would trigger or cause an effect on the
character’s turn only activate on his first turn each round.
Taking the Path of the Seer also helps Warlocks to better
understand the terrible weight of destiny that the Farseers bear, and
aid their efforts. Farseers are too vital to a craftworld’s future to risk
4 1 4 Chapter XII: NpCs aNd adversarIes
the enemy beyond Plaguebearer
“Of creations most foul I beheld the Lord of All and knew that I was dead.” The Nurgle’s foul foot-soldiers are the Plaguebearers, Warp-
spawned embodiments of disease and decay. These rotten paladins
–Inquisitor Brand solemnly serve the Heralds and other higher-order Daemons of
Nurgle both in the Realm of Chaos and when the Plague God’s
All knowledge is carefully controlled in the Imperium, forces erupt forth into reality. On those momentous occasions
but no secrets are so desperately guarded as those when their plans burst forth like maggots from rotten meat, the
concerning Daemons. Survivors of a daemonic encounter Callers of Sorrow summon Plaguebearers to accompany their
are routinely purged, their lives less important than containing assaults on Hive Desoleum as shock troops, or to act as guardians
the horrific revelation that these creatures exist. Only the most when the hive’s defenders seek retribution.
important are permitted to know of Daemons, and even those
august individuals are subject to careful screening for the taint of The mere sight of a Plaguebearer is more than enough
corruption. Even such figures as planetary governors are subject to induce overwhelming madness and physical illness, for they
to mind-wiping, or execution if an Inquisitor deems it necessary. represent the greatest fears and most visceral disgusts of humanity.
Most feature stained horns and a single, rheumy eye, while their
The true number of daemonic incursions in Askellon’s history decay afflicts each in a unique manner. Their putrefying flesh
is unknown, for such information is often kept only in the minds and spilling innards are impossibly revolting, further amplified
of those who faced the denizens of the Warp. The corridors of by the unnatural aura surrounding all creatures of the Warp. As
Hive Desoleum have been trod by beings from beyond the veil, they advance, the Plaguebearers sonorously chant, counting the
though none alive speak of it. In centuries past, the entirety of innumerable diseases that Nurgle has gifted to the galaxy, forming
the Voslar Hab block was cleansed at the behest of an Inquisitor a maddening drone like the buzzing of countless flies.
whose name is lost to history, condemning hundreds of thousands
to the pyre. Though the facts of this incident are unknown to the It is written that Plaguebearers are formed from the souls of
population of Hive Desoleum, residents still consider the area to mortals who succumbed to Nurgle’s Rot; as the victim’s living
be ill-omened. Many adorn their chambers with purity writs and body decays in the physical world, so does the soul rot in the
blessed tokens purchased from street vendors, but outbreaks of Warp, slowly birthing a Daemon to serve the Plague God. Thus
feral insanity still occur all too frequently every eighth year. does a mortal who receives Nurgle’s greatest gift spend the rest of
eternity repaying the debt.
nurgle
plaGueBearer (eliTe) 20
The Fly Lord, the Grandfather of Pestilence, the Plague God—
these are a mere few of the many names mortals use for Nurgle, 14ar 4 13h 3 14al 4 WS BS S6
the Chaos God of corruption and decay. His foul Daemons
represent the death and decay that await all mortals. As the Chaos 11-20 01-10 21-30 52 32 48
God of disease and decay, only Nurgle has the power to save a
person from the ravages of disease and mortality. Indeed, those 14b 4 t 10 Ag Int
who earn his favour can avoid death itself, living indefinitely as an
unnatural abomination of pestilent flesh. 31-70 51 36 37
neW trait: Per WP 6 fel
nauseating
47 49 01
A character who fails a Fear test against a Nauseating foe
does not roll on Table 8–11: Shock. Instead, the character is 14lr 4 14ll 4 Ifl
Stunned for one round per degree of failure, as he doubles
over and retches uncontrollably. The character still suffers all 71-85 86-00 —
other effects of failing a Fear test, such as possibly gaining
Insanity points. If the character succeeds on the Fear test, halF 3 Full 6 Charge 9 run 18 ThreaT 17
he suffers one level of Fatigue as he contends with the bile
rising in his throat. voMIt AttAck Class pisTol
rng 5m roF s/–/– dMg 1d10+2 (E)
pen 2 Clip — rld — WT — avl —
speCial: corrosive, spray, toxic (2)
PlAgue SWorD Class mElEE
rng — roF — dMg 1d10+137+sB (r)
pen 0 Clip — rld — WT 7 Kg avl un
speCial: toxic (2)
Skills: Athletics (S) +30
Talents: Iron Jaw, True Grit
Traits: Baneful Presence (10), Daemonic (2), Deadly Natural
Weapons, Fear (2), From Beyond, Nauseating (see sidebar),
Unnatural Strength (2), Unnatural Toughness (3), Unnatural
Willpower (2), Warp Instability
Gear: Rot armour
Chapter XII: NpCs aNd adversarIes 415
nurgling Putricifex first manifested over a millennium past, during
what is known in the forbidden archives as the Scouring of Jarvin.
Vulgar and mischievous imps of the Plague God, Nurglings are His presence has been felt on numerous occasions since, as the
said to originate within the bowels of the greatest of Nurgle’s Daemon reveals itself in the fever-dreams of the sick and dying.
Daemons. When the Warp waxes strong, they gather into large It was just such a visitation that first opened the eyes of a lowly
groups, falling over one another in their eagerness to attack the servant named Achkovas Spengh to the glory of Nurgle. Putricifex
enemies of their beloved Grandfather Nurgle. Though individually sees it as a duty and pleasure to deliver the gifts of Father Nurgle to
weak, in groups they can overwhelm and drag down foes many those unfortunate mortals who have not felt his touch. He is ever
times their own size. As manifestations of disease and filth, even eager to aid Nurgle’s mortal worshippers in their efforts to spread
the slightest scratch from their jagged claws or pointed teeth results disease and corruption. To this end, he whispers secrets of disease
in horrific infection and necrosis. Nurglings also pose a significant and unholy power to supplicants, damning them in the process.
moral threat, as does any exposure to the denizens of the Warp.
Putricifex’s manifested form is nightmarish to behold. His body
Being so small in stature and power, Nurglings can remain is bloated with corruption, even beyond that of the Plaguebearers
in the corporeal universe longer than other Daemons. In areas he superficially resembles. Fat and disgusting maggots wriggle
heavily saturated with corruption, such as the hidden redoubts forth from the rents in his decayed flesh, plopping to the ground
of the Callers of Sorrow, they can exist almost indefinitely, and wriggling away. These Warp-born insects make their way into
drawing strength from the surrounding filth and decay. Though water supplies and food stores, and even feed on living flesh. Their
the Preceptors teach that the presence of Nurglings is a blessing noxious saliva narcotises quickly, allowing them to swiftly burrow
from the Plague God, they often find it to be a frustrating one, inside living creatures and rot bodies from the inside out. Victims
as the tiny Daemons delight in absconding with relics, smearing usually remain alive for much longer than expected, drawing out
excrement on the pages of forbidden texts, gibbering constantly in the excruciating pain and allowing plenty of time to cry out to
unearthly pitches, and generally acting as a nuisance even to those Nurgle for mercy.
who worship their presence.
nurGlinG (Troop) 12 puTriCifex, HeralD of nurGle (MasTer) 35
8ar — 8h — 8al — WS BS S 18ar 2 16h — 18al 2 WS BS S8
11-20 01-10 21-30 43 22 35 11-20 01-10 21-30 65 43 52
8b — t8 Ag Int 18b 2 t 16 Ag Int
31-70 43 38 32 31-70 73 32 55
Per WP 4 fel Per WP 7 fel
48 36 06 54 58 13
8lr — 8ll — Ifl 18lr 2 18ll 2 Ifl
71-85 86-00 — 71-85 86-00 68
halF 1 Full 2 Charge 3 run 6 ThreaT 7 halF 4 Full 8 Charge 12 run 24 ThreaT 50
Class mElEE
clAWS AnD teeth Class mElEE rotgIfter SWorD
dMg 1d10+157+sB (i)
rng — roF — dMg 1d10+63+sB (i) rng — roF — WT 14 Kg avl un
pen 0 Clip — rld — WT — avl — pen 2 Clip — rld —
speCial: toxic (1) speCial: corrosive, toxic (3)
Traits: Daemonic (2), Deadly Natural Weapons, Fear (1), From Skills: Athletics (S) +30, Parry (WS) +20, Psyniscience (Per) +20
Beyond, Nauseating (see sidebar on page 415), Size (2), Talents: Combat Master, Iron Jaw, Killing Strike, True Grit,
Unnatural Toughness (2), Unnatural Willpower (1) Thunder Charge
Clinging: While engaged in melee with one or more Nurglings, Traits: Baneful Presence (20), Daemonic (4), Fear (3), From
a character reduces his Agility bonus by 1 for the purposes of Beyond, Nauseating (see sidebar on page 415), Psyker (PR
determining Movement values. 6), Size (5), Unnatural Strength (3), Unnatural Toughness (5),
Unnatural Willpower (2)
PutriCifeX, herald of nurgle Psychic Powers: Enfeeble, Haemorrhage, Iron Arm, Life Leech,
Nurgle’s Rot (see the sidebar on page 406)
Amongst the daemonic legions, there are those that stand out as Gear: Rusted mail
leaders of their kin and arch-corrupters of mortals. Though they Embodiment of Decay: Mere exposure to Putricifex’s presence
do not possess the dark majesty of the terrifying Greater Daemons, can rust and degrade even the strongest materials. While within
these Heralds nonetheless tower over the ranks of other Daemons 10 metres of Putricifex, all equipment, weaponry, and armour
and are perhaps possessed of a greater spark of their god’s essence. functions as though it were Poor Craftsmanship, regardless of its
These entities are often a source of fear and worship, and have actual craftsmanship.
a place in the legends of innumerable cultures across the galaxy,
both human and otherwise. One such Herald is most commonly
known to mortals by the name Putricifex. He is the Maggot King,
the Gifter, and the Emissary of Nurgle.
4 1 6 Chapter XII: NpCs aNd adversarIes
CHaos fury (eliTe) 13
5ar — 5h — 5al — WS BS S5
11-20 01-10 21-30 49 40 34
5b — t 1 Ag 6 Int
31-70 46 43 47
Per 6 WP fel
47 46 23
5lr — 5ll — Ifl
71-85 86-00 —
halF 7 Full 14 Charge 21 run 42 ThreaT 17
clAWS AnD fAngS Class mElEE
rng — roF — dMg 1d10+61+sB (i)
pen 2 Clip — rld — WT — avl —
speCial: tearing
Skills: Acrobatics (Ag) +20, Dodge (Ag) +10
Talents: Assassin Strike
Traits: Baneful Presence (10), Daemonic (1), Deadly Natural
Weapons, Fear (2), Flyer (7), From Beyond, Size (5), Unnatural
Agility (2), Unnatural Perception (2), Unnatural Strength (2),
Warp Instability
Dive Attack: If the Fury is flying when it performs the Charge
action, it gains a +20 bonus to the Weapon Skill test and its attack
gains the Crippling (3) quality.
Furies of Nurgle: The Furies summoned by the Callers of Sorrow,
deliberately or not, often bear the blessings of the Plague Father.
Furies of this type gain the Nauseating trait (see page 415) and
their attacks gain the Toxic (1) weapon quality.
Chaos fury using daemons
Furies are bestial, ravenous Daemons who desire only to inflict As immortal creatures that exist outside of space and time,
destruction and death. It is written in some tomes of forbidden Daemons do not usually possess Fate points. Nevertheless,
lore that they are formed from the souls of mortals who sought to important Daemons, such as Heralds, can make for excellent
advance themselves by giving fleeting worship to each of the Dark recurring foes. When defeated, a Daemon is not truly killed,
Gods in turn. Upon their death, these individuals are rewarded but rather banished to the Warp. Occult texts and forbidden
for their insincerity with an eternity of hunger as a lowly, winged lore hold that when banished, it cannot return to the material
Fury. Yet, certain sealed archives speak of Furies that clearly bear universe until a certain amount of time has passed. Some
the sign of a particular Dark God. Those Furies marked by Nurgle sources may cite a number such as 1,000 years and a day,
soar impossibly on wings of tattered flesh and exposed bone, their while others hold that a number of factors, such as the nature
mouths filled with rows of rotten teeth. Whether these Furies have of the Daemon, the method of banishment, and the alignment
redeemed themselves in the eyes of the Lord of Decay or been of the cosmos together determine the duration. Time has
enslaved to his service, none can say. Of course, to attempt to little meaning in the Warp, however, and even the wisest
discern the ways of Chaos is to invite madness and damnation, of Daemonhunters and the most gifted prognosticators can
and for most Inquisitors it is enough to know that Furies are only provide a rough idea of when a Daemon shall return. In
Daemons, and anathema to Mankind. DARK HERESY, a Daemon’s return depends primarily on the
needs of the plot. A Daemon can reappear whenever the GM
Furies ever seek ingress into the material universe to vent their determines appropriate. This could come as an unexpected
insatiable rage. Opportunistic, they sometimes arrive unexpectedly and shocking twist for the Acolytes, or an entire adventure
when a cult seeks to summon Daemons of the higher orders, could revolve around the Acolytes’ efforts to uncover and
for the ways of the Warp are unpredictable, and even the most halt a summoning plot. The reappearance of a Daemon that
accomplished of the Caller’s Warp-priests can never be certain what the Acolytes previously banished should make for a dramatic
will appear when he draws back the veil. Like unholy buzzards in and frightening event, as the only thing worse than facing a
the Sea of Souls, Furies also circle the souls of psykers, and hunt Daemon is facing a Daemon with a grudge.
ships passing through the Immaterium. When a reckless psyker
opens a Warp rift, or a vessel’s Gellar Field fluctuates, Furies are
often the first of the Warp’s denizens to emerge, tearing apart all
around them with ravenous claws and teeth.
Chapter XII: NpCs aNd adversarIes 417
Chapter XIII:
Dark Pursuits
The Tech-Priest studied the holo-image hovering above his vox console, gm’s brief
the translucent figure dissolving into a foam of static as the link terminated.
He knew the supplier was not to be trusted, given his predilections for “There is data in the aether that a unique item is available, one I calculate
offering items of untold value to Apex dilettantes, items essential for will be ideal for my experiments. Nothing can be allowed to interfere with
his researches. But what the supplier was offering in this latest offworld its procurement.”
delivery was of unmatched worth, yet also of unmatched risk. To possess
something so unique though, so powerful, so worthy of his study… –Somnius Halbrel, personal vox-log
Data flowed in the dark meldings of heretical cogitator and spliced Dark Pursuits finds the Acolytes investigating the source
neural tissue within his altered skull, and Somnius Halbrel arrived at of unclean xenos artefacts that have appeared in Hive
a decision. The item would be his, even if it meant Hive Desoleum Desoleum in greater and ever more alarming numbers.
collapsing into a pit of rusted metal and mangled, violated flesh. In fact, these illicit goods are just one facet of the many-headed
beast known as the Faceless Trade, a catch-all term for a vast
Dark Pursuits is an introductory adventure intended to network of loosely affiliated criminal cartels, smuggling operations,
familiarise players and GMs with the system and themes and recidivist traders dealing in proscribed items. As multifarious
that define the DARK HERESY roleplaying game. The as it is, the defining characteristic of the Faceless Trade in the
adventure thrusts the Acolytes into the centre of a complex web eyes of many Arbitrators and Inquisitors is the trade of items that
of trade in proscribed objects both criminal and outright heretical. go beyond the merely criminal and into the blatantly heretical—
Faced with the immediate threat of a particularly dangerous cargo, xenos relics, dismal texts, Warp-tainted objects, and even artefacts
the Acolytes must stop the prospective buyer from laying his hands of the Dark Gods. In some cases, these items are relics of long-
on it before they can worry about tracing the source. dead xenos races that inhabited the sector before the arrival, or
even the advent, of Mankind. Perhaps more disturbingly, some of
This adventure has an investigative nature at its core, but there these items can be tied to xenos races that even now plague the
are many opportunities for action and combat, and the challenges Imperium. Whether these items are scavenged, stolen, or bartered
that face the Acolytes allow for multiple paths to success. In this for is a question to which many Inquisitors would like to find
way, it can accommodate groups with differing play styles, while
giving each Acolyte a chance to showcase his particular aptitudes.
4 1 8 To learn of The alien is To know only damnaTion.
an answer. Further, Warp-polluted artefacts can spread their taint, A Sable Trader by the name of Zax Holthane is currently
and each trader and smuggler through whose hands they pass is operating out of Hive Desoleum. Holthane is only loosely
a potential vessel for corruption. Hence, to truly deal with such a connected to Halbrel, and knows nothing of Halbrel’s cultist
threat requires not only the destruction or isolation of the tainted allies, but both use the same contacts and smugglers to obtain
object, but an extensive investigation and purge to ensure no trace the xenos artefacts that they, in turn, deliver to their own buyers.
remains, tracing the heresy back to its source and eliminating each This cumbersome chain of disparately connected traders is one
link in the chain. of the elements of the Trade Sable that makes it so hard for the
authorities to infiltrate. Holthane has allied himself with one of the
Such forbidden artefacts come with a high price, and generally notorious Cloudboys gangs (see page 336), which provides an
only nobles and wealthy merchants can afford them. Buyers might effective link between Holthane and those nobles willing to pay
be interested in proscribed objects for a number of reasons. high prices for the illegal and forbidden.
Perhaps the primary reason is simply their forbidden nature. Such
individuals are often jaded, and when their wealth affords them The events of the adventure illuminate only a sliver of the web
any possible pleasure within the bounds of the law, they grow of recidivism and heresy involved, and tracing the objects back to
bored and extend their interests outside of it. Other cases may their source could provide a basis for follow-up adventures. GMs
be more sinister, such as a desire to advance their own power should understand that the players’ actions can, at best, illuminate
and wealth at any cost, or even the harbouring of anti-Imperial only a small part of this vast heresy. Yet, at the same time, simply
sentiments, to say nothing of the malefic cults and xenophiles who intercepting a single shipment of tainted artefacts could prevent
covet such artefacts. all manner of horrors too terrible to imagine. And whether the
Acolytes realise it or not, holding back the darkness for one more
Within Desoleum, the group known as the Trade Sable day is all they can ever truly accomplish.
dominates these pursuits. The Acolytes’ Inquisitor is aware of
several recent incidents in Hive Desoleum tied to profane xenos adventure synoPsis
objects, and the adventure begins with the Inquisitor having tasked
the Acolytes with discovering who is responsible for bringing After the Acolytes receive a briefing on their assignment—to
these foul artefacts into the hive. discover the means by which these objects are entering the hive
and, if possible, stop it—the adventure begins in earnest with the
adventure baCkground Acolytes investigating the unusual behaviour of a lesser noble
named Lans Guljian, to determine if he is connected in any way
The Trade Sable has been smuggling xenos artefacts into Hive to the trade and the deaths. With these suspicions confirmed,
Desoleum for many years, perhaps centuries, and none can say the Acolytes must then investigate Guljian’s connection to the
how many alien curios and blasphemous trinkets are hidden away Trade Sable. Their search brings them lower into the hive, where
in the manses of the Apex. Recently, a number of grisly deaths have they encounter a dangerous Sable Trader named Zax Holthane.
occurred with clear links to xenos objects, found either among the Holthane has enlisted the aid of a hive gang of Cloudboys, scions
victim’s effects or in the vicinity. Thus, it appears that the extent of nobility who get their thrills through violence and criminal
of the trafficking may be increasing, or some other danger has behaviour, in distributing his proscribed goods. Clever or sharp-
arisen. For the most part, these alien trinkets do not appear to tongued Acolytes may be able to navigate this part of the adventure
be weapons, making the connection to the deaths unclear; if the without resorting to combat, but the Cloudboys are more than
victims were murdered for possessing such objects, would not happy to engage in a spot of violence with the slightest provocation.
the killer take or destroy the artefacts? Known to none outside of
Inquisitorial investigation is the fact that these xenos relics show The Acolytes’ investigations lead them to Gyre Voidport,
the taint of the Warp. situated outside of Hive Desoleum. The port is massive and hides
many secrets—and many dangers—for unwary Acolytes. Through
The Trade Sable deals in a wide range of wares. In many questioning workers and port authorities, the Acolytes uncover a
cases, the purpose and function of an item is unknown. Many climate of wilful blindness and outright duplicity, with clerks and
objects are either damaged or are in fact small components of a factotums taking bribes in exchange for doctoring records to hide
larger device, unable to function alone. Only the most well-versed the activity of smugglers. Amidst this atmosphere of corruption,
in forbidden xenos lore are capable of properly identifying many the Acolytes discover that a Trade Sable shipment is set to arrive
of these objects, which results in traders often simply making up soon via orbital transport. Amongst other proscribed cargo, the
“facts” or highlighting the mystery itself—whichever they think smugglers are delivering a bound and subdued Daemonhost to
will draw in a higher price. Such objects can range from shattered the arch-heretek Somnius Halbrel. Whether the Acolytes choose
xenos statuary, to ossified skeletal remains, to actual weapons and to destroy the lighter in mid-air or confront its crew on arrival,
armour. For many customers, the specifics are not so important as this terrifying, unnatural entity escapes from its stasis prison and
the taboo and the thrill of flouting Imperial law. into the tunnels beneath the port. The Acolytes must stop the
Daemonhost from escaping into the hive, while dealing with the
Somnius Halbrel is a dangerous arch-heretek with connections cargo’s intended recipient as he attempts to recapture it.
to the Trade Sable, interested in xenos lore and paraphernalia.
He is also involved with a cult obsessed with artefacts of xenos
origin. The cult provides Halbrel with opportunities to further his
research. In turn, his links with the Trade allow him to provide
the cult with the objects they desire. Halbrel provides the valuable
service of authenticating these items, which also provides him with
the opportunity to examine them for his own research.
Chapter XIII: Dark pursuIts 419
by the Part iii: hunting damnation
authority of the
holy inquisition With a Daemonhost loose in the voidport, the Acolytes must act
quickly to contain the threat. They soon discover that they are
Dark Pursuits is written with the assumption that the not the only ones pursuing the unholy creature, and the intended
Inquisitor is not a Player Character, as is usually the recipient of the shipment is there with his own forces. The Acolytes
case with starting Acolytes. Depending on the specifics must contend with the dangers of the underport while hunting
of the campaign, the Acolytes could be vested with fully down—and surviving against—the Daemonhost, as well as
documented authority to act on their Inquisitor’s behalf, or thwarting the efforts of a dangerous arch-heretek named Somnius
they might be acting on their own. Invoking their master’s Halbrel. Ultimately, this game of cat-and-mouse concludes with a
name could seem like an easy way to get results, and it final encounter between the Acolytes, the Daemonhost, and the
often is—but not necessarily the results desired. Once word arch-heretek’s forces.
is out that the Inquisition is involved, most enemies are likely
to shut down activities, at least temporarily. While in the beginning
short-term this could stop heretical activities, in the end it the adventure
merely causes slight delays. In the case of Dark Pursuits,
such indiscriminate use of authority does not shut down “I don’t know why they want it, nor do I want to. As long as the pay
the adventure, as the Daemonhost cargo is one that must be is good and solid, I don’t much care. I just know I sure as sump won’t
moved quickly and the drop cannot be postponed. touch it myself.”
Drawing on their Inquisitor’s authority should have –Zax Holthane
benefits, but also drawbacks. If the Acolytes repeatedly take
actions that reduce Subtlety, their enemies are increasingly Dark Pursuits is intended as a starting adventure for new
aware of their presence and the GM should feel free to players, but there is no reason it cannot be inserted into an
introduce reasonable consequences. A failed Subtlety test on-going campaign. If the Acolytes are more experienced,
could result in a poor reception and worsening Disposition, the GM might find it necessary to add additional enemies, or
especially in the lower hive areas or whenever dealing even to use the Daemonhost’s “full-strength” profile, rather than
with disreputable NPCs. The GM could have a group of its weakened state.
Cloudboys attack to warn them off, should the warband’s
activities become too well known. Minor spoiler attacks The adventure begins with the Acolytes gathered together to
could also be launched simply to stall the warband as they receive instructions from their Inquisitor. In the case of a group
seek to complete illicit trades or change rendezvous locations. of new players, the GM might wish to have this as the first time
The GM’s goal should not be to punish the players, but to the characters have met together, with the players providing
indicate that the PC’s overt actions can have consequences to descriptions along with in-character introductions. Depending on
the nature of the Acolytes’ master, they could receive instructions
their investigations. Their actions could even impact other from the Inquisitor personally, through an intermediary, or even
areas within Hive Desoleum, leading to greater via a cipher-locked dataslate set to self-destruct after its contents
hazards in future adventures in the city. have been revealed.
Part i: City of lies The GM should read the following aloud to the players,
adopting it as needed to best fit the Inquisitor’s nature and method
The Acolytes begin by investigating a possible lead in the form of delivery:
of a lesser noble, Lans Guljian. Guljian is indeed involved, but
the Acolytes are too late to save the man’s sanity. If the Acolytes Hive Desoleum holds many heresies and horrors, and you are
are quick or thorough, they can find a link to Guljian’s supplier, gathered here for but one of them. There are increasing reports of
a criminal trader named Zax Holthane. Finding Holthane takes horrible deaths within the hive’s upper levels, with odd items of
the Acolytes deeper into the hive, and into confrontation with a a possible xenos or archaeotech nature found with each corpse.
dangerous gang. Should they deal successfully with Holthane, the Fellow nobles have related these were preceded with bouts of
Acolytes then head to Port Gyre. erratic and troublesome behaviour, and worry that a hive noble
named Lans Guljian has exhibited many of the same behaviours.
Part ii: beneath the sky
You are tasked with the Emperor’s Work: to investigate the
At Gyre, the Acolytes must determine when and where the next deaths and possible connections to any illicit artefacts, determine
shipment is due to arrive. Their investigations reveal corruption if they are potential dangers of a wider nature, and terminate their
within the port authority, where bribes and worse ensure distribution. Recover and contain any items uncovered, lest they
cooperation with the traders. Through careful questioning or harsh corrupt others.
interrogation, they discover the details of an incoming shipment,
for which they have only a short time to prepare. Whether they Carry the Emperor’s Light with you throughout the hive,
stop the inbound lighter by force or observe it covertly, they for there is little proper illumination to be found in this festering,
discover a cargo more terrifying and damning than they knew. ancient edifice. Desoleum teeters on the blade’s edge of damnation,
and one further heresy could topple the entire hive into the abyss.
4 2 0 Chapter XIII: Dark pursuIts
rumours, fall of the
hearsay, and house of gulJian
false leads
The Guljian family is a shadow of its former glory, having lost
Investigations can be used to feed other information to much of its wealth and standing in the eyes of the other nobility.
the players throughout the adventure. Tests that are very Lans Guljian resides in a manse situated at the lowest level of the
successful, or good roleplaying on a player’s part, can impart Apex—meaning that in the eyes of most of the nobility, he is little
useful rumours or gossip that can aid the warband’s quest. better than the merchant princes and wealthy gentry of the Upper
GMs should also be ready to use any NPC interactions to Hive. As of late, rumours of Guljian’s strange behaviour have
ensure the players have multiple avenues to gain necessary circulated even amongst the nobles within the Apex. The Acolytes
clues. If the warband is drifting away from the main plot, can discover the following through Routine (+20) Inquiry tests
questioning could reveal data to steer them back on the questioning Guljian’s fellow nobles, with each degree of success
planned direction. For example, if the Acolytes have not yet garnering one of the following items:
decided to visit Guljian’s manor, the nobles they talk to could
reinforce that as the likely place to find their suspect. • For many weeks, he has been rarely seen outside of Hesentanz
Manor, his formerly opulent manse. He has refused visits
Failed tests can also provide more than simply a lack of even from family friends and important business associates.
information. Those interrogated might offer up erroneous
leads, false rumours, or even tidbits hinting of other Faceless • The Guljian family has grown concerned about Lans’
Trade activities not connected to this adventure. Many of expenditures, with great sums of money being diverted to
these can be created through twisting the true revelations unknown purposes.
into incorrect versions, such as a noble stating Guljian • Lans has been sighted descending into the Main Hive,
is merely misunderstood and suffering from the something the nobility usually avoid unless they have
malicious rumours of rivals. unavoidable or pressing business reasons.
Part i: City of lies • When he has been seen in public, his appearance has been
dishevelled and unkempt, with an air of urgency and irritation.
“Have you heard the latest of Lans? On my oaths, it seems every cycle
it’s another lordling with his cog coming unwound.” hesentanZ manor
–Oslen Knebbari, Apex prince When the Acolytes arrive at Hesentanz Manor to seek out Guljian,
read or paraphrase the following aloud:
With the Acolytes having received their mission briefing
from the Inquisitor or one of his servants, they are It is clear at a glance that Guljian’s manse has seen better days—
free to explore Hive Desoleum in the pursuit of their crumbling stonework and tarnished plasteel show a shocking
investigation (for information on Hive Desoleum, see page 328). degree of neglect. Two lumin-globes, one flickering intermittently,
Acolytes with connections here could seek them out for more illuminate the large arched doorway, which houses a set of
information, perhaps calling on relevant Peer or Specialist talents heavy wooden doors inlaid with elaborate carvings of mythical
or prior experiences in the hive. However, the most promising wasteland beasts from Desoleum’s most ancient legends. A short
lead the Acolytes is Lans Guljian, as mentioned in the briefing. flight of broad steps leads to the doors, set with a knocker cast in
If the Acolytes are keen to head off in a different direction, it is the form of a coiled serpent.
perfectly fine to do so if the GM feels comfortable improvising.
For new GMs or players, it might be best to suggest that the If the Acolytes attempt to open the doors they find that,
Acolytes follow up on this lead, as to do otherwise could give the though thick, the doors are unlocked. Whether they let themselves
appearance of questioning their Inquisitor’s judgement. Guljian’s in or use the heavy brass door knock, a surprised servant in the
behaviour has been erratic, often giving the impression that he livery of House Guljian quickly meets the Acolytes. It is clear that
is unaware of those around him, and speaking in strange and the servant was not expecting visitors, and Acolytes who succeed
nonsensical riddles. The Apex nobles are somewhat scandalised on a Routine (+20) Scrutiny test notice that the servant is fearful
by the lack of effort Guljian has made in his appearance, often of them, even before they identify themselves.
appearing dishevelled and ragged. Being who they are, they have
made Guljian a major topic for gossip, which has not escaped the no Warm WelCome
Inquisitor’s notice.
After a moment of stunned silence, the servant welcomes the
Acolytes to Hesentanz Manor, and politely inquires as to their
identities and business. Depending on their skills and attitudes,
Acolytes are likely to favour one of two general approaches here:
either identifying themselves honestly as servants of the Throne,
or relying on a cover story to gain entrance. If the latter, hopefully
the Acolytes prepared a suitable cover story in advance, perhaps
on the trip to the manse.
Chapter XIII: Dark pursuIts 421
Guljian’s servants are by no means ready to lay down their The study before you is a scene of chaos: embossed books and
lives for their master, and will flee, cower, or surrender should the fine quills are strewn about haphazardly, while parchment, ink,
Acolytes threaten violence. This is not true of Lans’s bodyguard, and a lamp have been knocked from the desk, leaving only a small
Sank Strenwell, who is willing to kill and die to fulfil his oath- black orb sitting atop it. Kneeling on the floor, a man in ripped
bond to protect his liege. When the Acolytes first enter, Sank is and shredded finery screams and babbles incoherently as he claws
leaning over the railing on the second floor landing and keeping at his own face—his lips are ripped to tatters, and blood streams
eye on them. Should they threaten violence, Sank responds in from numerous cuts and tears across his face. Lying near him is a
kind; should they draw weapons, he attacks immediately. bloody letter opener and two pulped white globs—his eyes.
While unaware of the particulars, the servant knows his master This scene of horror calls for the Acolytes to test against Fear
is in no condition to see visitors, and does his best to rebuff the (1); indeed, the servants who are present are either frozen in terror,
Acolytes’ attempts to enter the house. If they identify themselves fleeing, or voiding the contents of their stomachs on the once-fine
as friends, business associates, or even distant relatives, the servant carpet. Guljian’s exposure to a xenos artefact he recently acquired
politely but resolutely informs them that his master is unavailable, has driven him irrevocably insane; the unfathomable visions the
thanks them for visiting, and recommends that they return at a orb has placed in his mind have blasted his sanity and caused
later date. Depending on the Acolytes’ chosen approach, the GM him to dig out his own eyes in an attempt to stop them—and
should call for appropriate tests, most likely Charm, Deceive, or it was not successful. It is difficult to get much information out
Intimidate. The servant begins with a Disposition of 30, as he does of Lans in his current state; in order for him to even react to
not wish to deal with visitors. The most promising approaches the Acolytes’ presence, they must restrain him and prevent his
are to intimidate the servant, or to indicate that his master is in further self-mutilation. Lans’s Disposition begins at 25, and in his
some kind of danger, either to his person or reputation, and that current state he has the Unhinged Personality. If necessary, use the
they must see him immediately. Depending on how challenging Dissolute Noble profile on page 398 to represent Guljian. The
the GM wants this encounter to be, he could require several tests Acolytes can use the Medicae skill to bind Lans’s wounds before
using different interaction skills, making a Disposition test for the questioning him; most medicae kits include a sedative, which
servant each time the Acolytes are successful, to determine if he helps to calm him slightly. A success with the First Aid use of the
acquiesces. Alternatively, if the Acolytes present a very convincing Medicae skill improves Lans’s Disposition by +10. If the Acolytes
case through good roleplaying, the GM might only require a use the Medicae skill to try and diagnose Lans, a Routine (+20)
single successful test on their part. Once the Acolytes convince Medicae test reveals that his wounds are self-inflicted, but
him, the servant grudgingly shows them to a welcome room and not what drove him to do it.
asks them to wait while he informs Master Guljian of their arrival,
before disappearing down the hall and up a spiral staircase.
While the servant is gone, the Acolytes can do some quick
looking around. There are no signs of Guljian’s involvement in
heretical activities to be found on the first storey, only ageing and
ill-kept trappings of finery—dust-covered paintings, verdigris-
coated brass sculptures, decorative rugs, tinted lamps, and curios
imported from across Askellon. When the servant returns, a
successful Ordinary (+10) Awareness test allows an Acolyte
to notice that the servant is shaken, as if witness to something
disturbing. Moving quickly, even urgently, he informs them that
his master is unwell, and attempts to usher them out of the house.
If the Acolytes concede and move to leave, as they reach the door
a chilling scream sounds out from upstairs. The servant, as well as
other ones waiting in the wings, rush up the stairs to their master’s
aid, leaving the Acolytes free to follow.
sank strenWell
Sank Strenwell is Lans Guljian’s oath-bound bodyguard. Strenwell
takes his duty very seriously, and does not tolerate threats to his
master’s well-being. He is tall and broad-shouldered, and keeps
his clothing neat and his weapons visible. A humourless man of
few words, Strenwell keeps a close eye on the Acolytes, unless
convinced they pose no threat. To represent Sank Strenwell, use
the Bounty Hunter profile on page 384.
gulJian’s fate
When they reach the source of the screaming, a study
on the third floor of the manse, read or paraphrase
the following aloud to the players:
4 2 2 Chapter XIII: Dark pursuIts
A psyker using telepathy powers to examine Lans’s mind can the orb
discover the same information given below, as well as a mental
impression of Eldric Havofast (see page 438) and the Screaming The object is a perfectly smooth black orb, heavy and cold to the
Wheel cantina, but the thoughts are jumbled and the psyker touch, about the size of a clenched fist. It never rolls—when placed
cannot learn the names to the face or the location. Each round the on a slanted surface, it slides, but the light reflected on it gives the
psyker maintains the power, he must test against Fear (1), as he clear indication that its orientation does not change. The Acolytes
reveals impossibly alien thoughts and images, with a cumulative may decide to take the orb with them, and well they should, as it
–10 penalty on the test in each round. is far too dangerous to leave behind. After a time, the orb begins
to affect any Acolyte possessing it, just as it did Guljian. Once one
Lans can reveal the following information, albeit laced with of the Acolytes has been carrying the orb for a few hours, even
nonsense and contradictory statements: if stored in a pack, the Acolyte experiences a brief vision, like a
waking dream, of a vast and barren alien landscape, studded with
• He has seen great and wondrous things. If asked to elaborate, massive and bizarre structures. This experience requires testing
he laughs madly and speaks of forgotten kingdoms and against Fear (1). For best effect, have this occur at an inopportune
cyclopean cities. time, such as while questioning an NPC or even when engaged
in combat. This experience repeats at irregular intervals, perhaps
• The black orb is the latest addition to his “collection.” hours or even days apart. Handing the orb over to another Acolyte
• He obtained the black orb from “the pale child” at the “wheel is not enough to end the visions, which continue so long as the
character is in proximity to the orb.
that wails.”
Once they have questioned him, Lans ceases his struggles When a psyker first comes into close proximity with the orb,
and calmly and in monotone begins speaking in an alien tongue, he can attempt a Routine (+20) Psyniscience test. If he succeeds,
unrecognisable regardless of any Lore or Linguistics skills an he senses the stink of the Warp clinging to the object. If the
Acolyte possesses. The GM should allow Acolytes to roll to see if psyker achieves three or more degrees of success on the test, he
they recognise the language, but even the most successful result immediately experiences a vision as described above.
merely reveals it appears to be of alien origin. After a few more
moments, Lans expires due to his self-inflicted wounds and the folloWing the leads
shock to his system. Acolytes with the Medicae skill can attempt to
save Guljian, but he is far past the point of recovery. However, a After questioning Guljian or searching his study, the Acolytes
successful Ordinary (+10) Medicae test reveals that Guljian’s self- should come away with one very important clue: Guljian obtained
inflicted injuries are not nearly severe enough to explain his death. the xenos artefact from what he termed “pale children” at the
It is as if his brain simply shut down. “wailing wheel.” Guljian is referring to the Babyfaces, a gang of
If the Acolytes are unable to obtain answers from Lans Cloudboys who do some of their business out of a cantina in the
before his death, questioning Strenwell can also reveal information Main Hive called the Screaming Wheel (see page 424). Guljian’s
needed to aid the investigation; searching the room also reveals cryptic words offer several potential leads.
several useful clues. The nobleman’s oath-cog lies on the floor;
it is badly damaged, apparently having been bashed repeatedly The Acolytes might wish to authenticate the madman’s
against a hard surface. The GM can call for a Routine (+20) words before acting on them, leading them to question the late
Awareness test to reveal further clues, but simply taking the time to nobleman’s servants. Only Guljian’s bodyguard, Sank Strenwell,
look through the scattered books reveals Lans’ journal. Amidst the knows anything about Guljian’s business with the Babyfaces—he
many pages of idle musings, vain gossip, and matters of commerce was there, though more focused on watching for threats than on
are a few relevant entries, revealing much of the same information. the transaction being conducted. If Strenwell is still alive, he might
The last few entries—undated—speak of “lost palaces,” “forgotten willingly answer the Acolytes’ questions with useful information,
gods,” and “towers of bone,” before trailing off into incoherent depending on how they have conducted themselves in the manor.
ramblings, scattered with crude renderings of unidentifiable and He can, however, identify the orb as the object Guljian purchased
alien symbols, and rough sketches of the vistas Lans saw in his from the Babyfaces.
visions. If any of the Acolytes succeed on the Awareness test, they
also find a crumpled piece of parchment under Guljian’s desk The Acolytes can try to track down either the “pale children” or
noting the location of the Screaming Wheel, with a note about the “wailing wheel.” Doing so is much easier once they determine
“conducting business.” what the phrases mean, either from Sank Strenwell or through
With the master of the house dead, panicking servants attempt other means. Acolytes with established knowledge of or experience
to revive him and others rush to summon a chirurgeon, while one with Hive Desoleum’s middle levels can connect the phrase with
scullery maid begins looting valuables. In the confusion, none of the Screaming Wheel cantina in the Main Hive without the need
them attempt to stop the Acolytes from leaving, but likewise they for a test. Asking around is another possibility, but the nobles of
are not good for much if questioned. None of the servants know the Apex are unlikely to know of the Screaming Wheel, and even
the nature of the black orb, nor are they sure when he acquired it less likely to admit it. This, in itself, might identify to the Acolytes
or from whom. If the Acolytes succeed in calming or intimidating that they should direct their search lower in the hive.
a servant, they discover that Lans’s personality has been slowly
changing for over a year, and his behaviour became particularly The orb is a very important and damning clue. Any of
strange within the last four months, as he neglected the affairs of Guljian’s servants, if pressed, recall that the orb came into their
his family, often locking himself away in his study for hours on late master’s possession about four months ago, concurrent with
end and refusing to be seen, even going entire days without eating. the dramatic changes in his behaviour. Guljian kept the orb in his
study, where he spent the majority of his last weeks of life. He was
also fiercely protective of the object, visiting harsh punishments on
any servant who drew near it.
Chapter XIII: Dark pursuIts 423
the Pale Children the sCreaming Wheel
and the Wheel
The Screaming Wheel is a lower Main Hive cantina that caters to
Having seen the unfortunate fate of Lans Guljian, the Acolytes gangers, toughs, and manufactorum labourers involved in illicit
have several leads with which to trace the source of the black pastimes or just hoping to introduce some excitement and danger
orb that was responsible. Sooner or later, the trail leads to lower into their bleak lives. More importantly, it sits in the territory
reaches of the Main Hive and the Screaming Wheel cantina. of the Babyfaces, and provides a convenient place for the gang
to conduct business. The Babyfaces are one of the hive’s many
desoleum City Cloudboy gangs (see page 336), and provide a link between
the Trade Sable and eager buyers in the Apex. Nobles who fancy
The Main Hive, commonly known as Desoleum City, is home themselves to be dangerous enjoy dealing with Cloudboys, with
to the majority of the hive’s known citizens. The sights, sounds, whom they share much in common. Cloudboy gangs such as the
and smells of industry abound, for it is devoted almost entirely Babyfaces are more than willing to go places and meet with people
to production, controlled at the whims of the Consortium and where nobles maintaining a respectable face would balk.
a few of the more commercially active noble houses. The air is
stale and thick with smog, despite the constant whirring of the Accessible from a less-than-sturdy gantry, the cantina is a
hive air-cyclers. During shift changes, walkways and thoroughfares rough, windowless chamber set amidst the sprawling array of
are crowded with exhausted, blank-eyed workers, while mag-trains interconnected structures that make up the habways of the midhive.
screech past overhead on ill-kept railways. The sounds of the hive’s A rusted ladder leads from the roof of the cantina up to a wide
life-sustaining systems and the machinery of the manufactorums thoroughfare, about twenty metres above.
overlap, creating a constant drone of background noise. The harsh
light of the flickering chem-lamps and electro-torches cast deep When the Acolytes enter the Screaming Wheel, read or
shadows, bursts of flame from manufactorums vents periodically paraphrase the following aloud to the players:
providing illumination, and citizens do well to stick to the main
roads, averting their gaze from the dark crevices and alleyways. As you step inside the Screaming Wheel, the odour of stale lho-
smoke and obscura, the stench of bodysweat, and loud, pounding
music issuing from a tinny vox system assault your senses. Even
compared to the street outside, the place is dark, lit only by a
few weak glow-globes and chemical lumen-signs. An assortment
of unsavoury-looking patrons populate the room, from obvious
gangers in battle-leathers and electoos, to vacant-eyed labourers
strung-out on chems. Only a few bother to look up as you enter.
Behind the bar, a heavy-set man cleans glasses with a dirty
cloth clutched in his poorly maintained claw of a bionic arm.
Seated at a table at the far end of the room, several well-coiffed,
rakish fellows—appearing quite out of place—laugh as a man in
manufactorum coveralls seemingly pleads with them.
the babyfaCes
Three members (or more as desired, through using the threat
threshold guidance system on page 382 to provide a suitable
encounter) from the Babyfaces gang sit at a wooden table,
laughing callously at the pleadings of a manufactorum
worker unable to pay his debt. The most senior ganger
and de-facto leader of the group is known as “Skinner,”
although his real name is Eldric Havofast. Shortly after
the Acolytes enter, or as soon as they approach the
Babyfaces, the worker’s right knee explodes in a burst
of blood, as Skinner shoots him from underneath the
table. Other than a few curious glances, the rest of
the patrons show no reaction as the man collapses
to the ground, wailing in pain and clutching his
ruined knee while the Babyfaces chortle. Unless the
Acolytes intervene, another of the Babyfaces stands
up and crosses to the man, draws a narrow-bladed
knife as he kneels down, and then stabs the man
rapidly and repeatedly in the gut, leaving him
to bleed to death as they laugh and finish their
drinks, before shouting for the staff to clean up
the mess as they go to leave.
4 2 4 Chapter XIII: Dark pursuIts
What happens next depends very much on the Acolytes’ If the Acolytes reveal their true identities, the Babyfaces
actions. As dangerous as the Babyfaces are, they are (usually) attempt to flee, knocking over tables and chairs in their wake,
willing to talk first, but respond with violence to any implied threats. having no desire to tangle with the Inquisition. If the Acolytes
The Babyfaces begin with a disposition of 40. As the leader of the attack or give chase, the Babyfaces draw their own weapons to
group, Skinner does most of the talking, although his comrades fight back. The Babyfaces split up in their attempt to escape,
may interject from time to time—probably to make a crude jest. exiting both through the front door and the ceiling hatch in the
Acolytes with the Highborn background have a distinct advantage back room. Pursuing one or more of the gangers up the tall, rusty
in dealing with the Babyfaces, who see anyone not of noble birth ladder should be tense and exciting, as the higher they go, the
as beneath them, gaining a +10 bonus to any social interaction higher the stakes should anyone lose his grip. When an attack hits
skill tests. The gangers are ruthless, cruel, and quite possibly a character while climbing the ladder, whether or not he suffers an
insane. They also tend to view everything as a game—especially injury, the GM can call for a Challenging (+0) Agility or Strength
matters of life and death. The gangers present a jovial and cultured test. On a failure, the character can only perform a single Half
appearance, belying their bloodlust. The Acolytes should have Action on his next turn, as he focus on maintaining his hold, while
trouble gauging the Babyfaces, as even when discussing business a failure by three or more degrees indicates the character loses his
matters of great import, they treat it as a grand jest. grip and plummets to the roof of the Screaming Wheel.
If the Acolytes pose as potential buyers of xenos artefacts, the The other patrons of the Screaming Wheel are no strangers to
Babyfaces are initially suspicious, but successful Deceive tests put violence, but also have no desire to be struck by a stray lasround.
them in a mind to conduct business. They are not forthcoming If a gunfight breaks out, the other patrons attempt to flee the
with the name of their supplier, but with successful skill tests and room with all haste, potentially getting in the Acolytes’ way, which
good roleplaying, the Acolytes can trick or possibly coerce them the GM can represent with a –10 penalty to combat actions. GMs
into revealing this information. Posing as fellow associates of the might decide that in the bustle and confusion, any Ranged Attacks
supplier, angry customers, and even as servants of a powerful noble that fail by 4 or more degrees instead strike one of the bystanders,
house (perhaps that of Havofast; the threat of lost inheritance is a potentially drawing additional hostility to the Acolytes.
powerful one) are all possible approaches. This is most likely to
work if the Acolytes have been subtle in the investigation so far. Whether through deception or interrogation, the Acolytes can
If the Acolytes have been operating openly, the GM can make a learn that the gangers’ supplier is a man named Zax Holthane,
Subtlety test to determine if the Acolytes’ prior investigation has who operates out of a decrepit area of the hive called Three Stakes’
raised the Babyfaces’ suspicions. If the Subtlety test fails, Acolytes Rest. The gangers have been there, and can potentially direct the
receive a –20 penalty on Deceive or Charm tests (see page 271 Acolytes to the location.
for more on the effects of Subtlety).
425
If the Acolytes kill all of the gangers before learning of Zax counterfeit artwork, and small xenos statuary that, while disturbing,
Holthane, they have a bit of a problem—dead men offer much less is not intrinsically dangerous. If any of the Acolytes succeed on
information. Generous GMs can allow them to uncover the clue a Challenging (+0) Awareness test, they discover a small box of
in the form of a note written on a piece of parchment or dataslate black metal hidden beneath a floor grate, containing what appears
somewhere about one of the corpses, or the GM might decide to be the mummified hand of an alien, with three clawed fingers.
they need to track down additional gang members and repeat the Such a curio is of no use to gangers and recidivists, and clearly
process. If the bartender is still alive after the fight, he can tell the links Holthane to the Trade Sable and the trade with dissolute
Acolytes that additional Babyfaces are likely to be arriving soon. nobles such as Lans Guljian. If any of the Acolytes are carrying
the black orb from Guljian’s study, the hand twitches slightly if
the dishonest merChant brought in close proximity (half a metre or so.)
Having traced the mysterious orb back to a trader called Zax Unless a combat with the Acolytes has already drawn them
Holthane, the Acolytes travel to the region near the hive’s edge away from their posts, between three and five of Holthane’s men
known as Three Stakes’ Rest. Depending on how the Acolytes are here at any given time, patrolling around the room on both
conduct themselves, and their luck, this part of the adventure could the floor level and the precarious catwalks that criss-cross it. Several
involve a good deal of combat. Holthane and his men are familiar portable lamps are set at various points, casting stark shadows of
with the environment of Three Stakes’ Rest, giving them a decided the dead machinery that dominates the chamber.
advantage if they come to blows with the Acolytes.
A fight in the manufactorum allows for plenty of cover, but
three stakes’ rest also danger, as corroded catwalks give way, rusted machinery comes
toppling down, and stray shots knock out the lights, plunging the
Three Stakes’ Rest is the unofficial name given to an ill-delineated combatants into darkness. GMs can include the following effects,
area of forlorn, decaying habs, forgotten chambers, and structurally and are encouraged to come up with additional events:
unsound passages and roadways, all connected through collapsing
gantries, pressure-sealed hatchways, and tunnels of corroded metal. • If a character shooting at a target on a catwalk gets a result
Though it lies many levels above the generally accepted boundary, of doubles on a successful attack roll, he has also damaged
Three Stakes’ Rest is in many ways an extension of the lower hive. the walkway. A three-metre section of the catwalk collapses,
Sanctionaries do not patrol here, nor do law-abiding citizens have dropping the intended target to the floor four metres below,
any reason to visit. The kilometres of decrepit tunnels are home or possibly pitching him into an open machine.
to maddened dregs, outlaws on the lam, and nests of dangerous
vermin. Many gangs use the area as neutral ground for conducting • One of the tarnished fuel tanks in the room is filled with
business, though from time to time one gang or another attempts promethium, still volatile after many decades (or perhaps
to claim it as their territory, resulting in vicious fighting. because of them). If a character takes cover behind the tank,
any hits from a weapon with the Energy damage type that
Zax Holthane has set up residence here while conducting inflict enough damage to penetrate the cover cause it to ignite,
business in Hive Desoleum, having selected an area consisting exploding and inflicting 2d10 damage with the Flame quality
of several chambers and hab sleep-cells to function as lodgings to each character within four metres. At the GM’s discretion,
for himself and his men. Part of this territory is an ancient and the explosion can collapse catwalks or ignite other volatile
crumbling manufactorum, which Holthane uses as storage for the chemicals in the vicinity.
various illicit goods in which he deals. All known points of ingress
to this region are laced with screamers (see page 177) so that • The first character to roll a fail a Ballistic Skill test with three
Holthane can avoid being caught unawares; these are well hidden or more degrees of failure hits a chest or locker containing a
and four or more degrees of success are needed on a Hard (–20) tainted xenos relic, which has been absorbing the emotional
Awareness test to spot them all. discharge of the combatants. Roll on Table 6–2: Psychic
Phenomena on page 196, adding +5 for each elapsed
What happens when the Acolytes reach here depends on combat round, to see what results from the release of energy
their chosen approach, be it arranging a meeting, sneaking in, (the shooter counts as the psyker for these results). The
or going in autoguns blazing. Holthane has a dozen men in all, artefact then crumbles to dust.
consisting of hired lasguns and career criminals, some of whom
are minor Sable Traders in their own right. A frontal assault should additional Clues
be extremely difficult for the Acolytes, so this number can be
adjusted upward slightly for particularly combat-capable groups. Several of the shipping containers are affixed with labels and
manifests stamped with the seal of the Port Gyre Auctoriate. Any
the manufaCtorum player who states that his Acolyte is carefully examining the room
notices this, with no test necessary.
The abandoned manufactorum appears ready to collapse at
any moment. With no functioning lights inside, the various the shooting range
rusted equipment and machinery of all shapes and sizes creates
something of a maze. Crates, chests, and lockers of various goods Holthan’s men have converted this corridor into a shooting range.
are stored here, with the most valuable and illegal goods hidden Ancient statues from Desoleum’s past are arranged against the far
beneath iron floor grates or inside decaying machinery. Many of end of the passageway, but are so riddled with bullet holes that
the containers are empty, but show signs of recent use. Acolytes their original subject matter is unrecognisable. Fragments of the
searching the room can discover doses of obscura or other drugs, statues litter the area around, along with a veritable carpet of stone
dust. Near the entrance is a gun rack holding two autoguns, a
sniper rifle, and a shotgun. An ammunition locker contains two
clips’ worth of ammunition for each weapon.
4 2 6 Chapter XIII: Dark pursuIts
It is quite obvious where the shooters take their mark, as destination is Port Gyre, as he intends to cut his losses and get
weapon recoil has resulted in boot scuffs on the metal floor. off-planet as quickly as possible. Even if he escapes, the Acolytes
Close inspection and a Difficult (–10) Awareness test reveal a should be able to track him there with successful Survival or other
charred residue amongst the scuff marks. An Acolyte with the appropriate skill tests. Whether Holthane is still at the voidport
Peer (Adeptus Mechanicus, Chartist Captains, or Imperial Navy) when the Acolytes arrive depends on what sort of delays they
talent (or an appropriate connection or history in these areas) encounter along the way.
can attempt a Challenging (+0) Awareness test. On a success, he
realises that the residue is not from firearms, but most likely left by Should the Acolytes succeed in capturing Holthane alive, he
the scorching thrust of an inter-orbital lighter. is not at all forthcoming with answers to their questions; treat his
Disposition now as Submissive and 15. He realises full well that the
meeting holthane penalty for his crimes is death, or worse, and hence sees no reason
to cooperate. Successful Ordinary (+10) Intimidate tests can still
The Acolytes’ actions thus far determine the circumstances under coerce some answers out of him, though, and the Acolytes can
which they meet Zax Holthane. As an always-eager trader, learn the following:
Holthane is amenable to meeting with potential buyers or even
sellers. Without a known factor to vouch for them, though, he • That he receives his contraband goods through deliveries to
approaches a meeting with utmost caution and suspicion, with Gyre Voidport.
his men ready for trouble. When arranging a meeting, Holthane
insists on selecting the meeting place—one of the larger chambers • His next scheduled delivery is very soon, and is one of his
of Three Stakes’ Rest, situated about a kilometre away from the most important. The GM should adjust this time as to best fit
boundary of his own territory, which offers hiding places for his with the desired flow of the adventure, but it should clearly
own men so that they can make a quick end of the Acolytes should indicate the Acolytes must make haste to intercept it.
negotiations turn hostile. If the Acolytes garner four or more degrees of success on a
If they have a suitable cover story, the Acolytes can attempt to relevant test, the GM can reveal that Holthane has arrangements with
deal with Holthane and uncover information. His Disposition starts a member of the Port Gyre Auctoriate who modifies documents to
at Confident and 35, and the GM should adjust any test difficulties conceal the origin and nature of Holthane’s shipments (see page
429). However, GMs should be aware that revealing the name at
based on the cover story and time the warband this time could make Part II of the adventure considerably quicker
spent establishing it. If the Acolytes come and easier for the Acolytes.
unannounced, Holthane is still willing to
talk, but he and his men attack at the Holthane is reluctant to reveal information about his suppliers,
slightest provocation. Such a meeting but successful interrogation or use of psychic powers can pry ou
should be especially tense, and the these secrets. Identifying and dealing with Holthane’s suppliers
GM could even roll Willpower and contacts is beyond the scope of this adventure, but including
tests for Holthane’s men to names or other information here is a good way to plant the seeds
see if any lose their nerve for future games. See Conclusion and Rewards on page 435 for
and open fire. suggestions on follow-up adventures.
Holthane is perfectly
willing to fight to defend In addition to his weapons and gear, Holthane is carrying an
himself and his access-cog that grants entry to the loading tunnels of Port Gyre.
merchandise, The cog appears authentic, and is stamped with the seal of the Port
but is not Gyre Auctoriate Porteus.
ready to die
for it. If combat holthane’s offiCe
is clearly going against him,
he flees into an ancient and Holthane has set aside one small hab-lodge as his office and
unused mag-rail tunnel, archive, where he keeps records pertaining to his dealings and
abandoning his men and his trades. A combat servitor (see page 396) resides in the room,
goods. Pursuing Holthane ready to attack anyone who does not speak the proper pacification
through the tunnels of word. Within the office, papers and a few dataslates sit atop an
Three Stakes’ Rest should old and well-worn desk, next to a tarnished filing chest. Old cargo
be a harrowing and tense manifests, scribbled names and addresses, and lists hand-written in
experience; there is little obtuse ciphers are scattered amongst ancient, brittle parchments
or no light other than that predate Holthane’s arrival. In the top drawer of the desk is
what the Acolytes’ gear a pack of lho-sticks, a loaded stub automatic, and three loose
provides, with pitfalls, shotgun cartridges.
cave-ins, and prowling
gangers all potential The documents include records of at least half a dozen shuttle
hazards. His intended landings at different Port Gyre landing pads, as well as names of
several nobles and merchants, including Lans Guljian. This is a
good opportunity for GMs to plant seeds for their own follow-
up adventures (see Follow-Up Adventures on page 436). If
Holthane was not taken alive, the GM can also insert dataslates,
notes, and papers here to duplicate the information he would have
provided during interrogation.
Chapter XIII: Dark pursuIts 427
Part ii: CheCkPoints
beneath the sky
Sanctionaries garrison a checkpoint at each port entrance accessible
“Sure, we can slice some off for you. Boat’s landing tomorrow and the from the Main Hive. They stop and question any wishing to enter,
crew is connected. How many tonnes you wanting?” screening for those attempting to escape their oaths. For hive
citizens, this means furnishing their oath-cogs to either prove their
–Wella Lio, Dockmaster Pad 47-Gamma debt has been fulfilled—an extraordinarily rare occurrence—or
to show that their oath requires travel on behalf of their master.
The clues that the Acolytes collected in Part I eventually Visitors to Hive Desoleum must register themselves before exiting
lead them to Port Gyre, one of the massive voidports the port, otherwise Sanctionaries might suspect bond-violation
servicing Hive Desoleum and other hives. All is not well upon attempting to re-enter. At best, this means an inconvenient
in at the port. Like the crumbling warehouses and blackened, and unpleasant delay; at worst, incarceration or execution.
cracked plasteel blast shields that demonstrate the neglect of the
port’s facilities, the ranks of scribes and accountors that oversee If desired, the GM can add details of others passing through
the operation of the port are riven with moral decay. There are no a checkpoint as the Acolytes venture into the port, using NPCs
shortage of bribes and backroom deals to ensure that business runs from Chapter XII: NPCs and Adversaries. Somnius Halbrel, who
“smoothly.” In this part of the adventure, the Acolytes follow the should appear as yet another Tech-Priest with his retinue, can also
trail of clues to a member of the port staff, Prefect Gaius Anteshern, pass though to slowly introduce him into the adventure.
who has taken bribes from Zax Holthane to manipulate records of
shuttle landings. Upon further investigation, the Acolytes discover the landing Platforms
that another, unknown party (Somnius Halbrel) has also bribed
Anteshern to doctor records of the same shuttle—a shuttle that is Landing pads of different sizes dominate the majority of Gyre’s
imminently due. At this point, their investigation becomes a race surface, arrayed at varying elevations. Many of the platforms are
to halt or intercept the inbound shipment of a cargo that, while the private property of Consortium members; these are in fairly
doubtless illegal, is in fact worse than the Acolytes can imagine. good repair. They are frequently adorned with statues and ornate
archways; even the loading cranes are decorated with mythical
eXPloring the Port creatures, lions, and other symbols of strength. Other platforms
are purely functional, covered with decades of grime and scorched
Port Gyre is a hub of activity every hour of every day. When by centuries of constant exposure to the flames of orbital jets.
Desoleum’s sun leaves the sky, massive floodlamps affixed to the Situated between the landing platforms—some at floor level, others
towers illuminate the port, while a constant barrage of warning suspended by reinforced struts—small officios house representatives
flashes, running lights, and engine flares sporadically light the area of the Consortium, as well as various merchant houses and trade
and cast flickering, stark shadows. Beneath the highest landing concerns, and no small number of taverns and gambling halls
platforms, though, corners and half-concealed walkways are stuck at which the port labourers and visiting ships’ crew spend their
in perpetual darkness, and the further down one descends into the free time. Many of these establishments feature back rooms where
sublevels, the darker it gets, as ancient lumen-globes and inconstant “misplaced” or “surplus” cargo can be had for a pittance.
power supplies provide intermittent, unreliable lighting and leave
entire corridors in pitch blackness. The landing platforms are typically accessible by wide stairs,
with ladders providing secondary access, and high-volume cargo
getting to the Port lifts that lower directly to the tunnels beneath. Some of the largest
offer direct entry to the mag-rails and vacuum transit tubes that
The Acolytes have a few options for getting to the port, each with lead to Hive Desoleum or across the wastes.
its own advantages and hazards. The most direct is to take a mag-
train or private vehicle to one of the main access points, and pass the loading tunnels
through a checkpoint (see Checkpoints later on this page). Passing
through a checkpoint under their actual identities decreases their Many kilometres of loading tunnels wind and intersect beneath the
Subtlety by 1d5–1. port’s surface. In fact, these descend much further than most know,
down through the ancient construction that supports the landing
Another option is to sneak in through one of the many platforms above, and perhaps even beneath the planet’s crust. Only
loading tunnels that run between the lower levels of the port and the labour-clans and stavardorns who load and unload cargo are
the hive. This is a risky proposition, for using one of the active qualified to navigate even the shallowest tunnels, and still they dare
tunnels runs the risk of encountering guards or Sanctionaries, and not tread too deep (see The Deep Tunnels on page 434).
using an abandoned tunnel could lead to encounters with even
worse things (see The Deep Tunnels on page 434). the Warehouses
Primary loCations Only the Consortium and the most wealthy and influential of
merchants have storage space set aside at the port; others must move
Port Gyre is huge, and the Acolytes could spend days canvassing their goods into the hive with all haste. Combat servitors and private
it. The following are some of the most notable areas Acolytes are security forces guard many warehouses. Sanctionaries additionally
likely to explore. monitor the Consortium warehouses, passing frequently during
their patrols. While some warehouses are more-or-less freestanding
structures, many are incorporated into the landing platforms, with
the landing pads stationed atop the reinforced structure of the
warehouse. Inside, workers must contend with violent shuddering
whenever a shuttle lands, leading to frequent accidents.
4 2 8 Chapter XIII: Dark pursuIts
field PreCinCt 686-delta oPtional enCounter: Pilgrims
The Adeptus Arbites maintains a small field office situated at the This optional encounter can be used at any point as the Acolytes
outer edge of the port, along with a small fleet of orbital craft for explore the port, but a good place to insert it is on first arrival.
conducting searches and raids on voidships in orbit. Under the As they first enter the port or make their way through its winding
leadership of Marshall Seiglan, they are to the man a righteous canyons of steel, they find a great herd of pilgrims (see page
and loyal group. However, the massive amount of traffic is far too 388) barring their path, recently arrived to visit one of the many
much for their number to fully police, with the understanding holy sites to be found on Desoleum. The jubilant throngs are
that the Auctoriates Porteus and Sanctionaries also monitor oblivious to the obstruction they are creating, as they marvel at
the port activity. In practice, therefore, the moral turpitude that their surroundings, read aloud from holy texts, and corporally
permeates the Auctoriates and Adeptus Administratum also limits mortify their scarred flesh. They are mostly clad in worn sackcloth
the Adeptus Arbites’ ability to enforce the law. For each recidivist robes, barefoot or wearing leather strips wound around their feet.
or unscrupulous ship’s captain brought in, a dozen smugglers and For most, getting this far has taken every bit of their savings, while
unsanctioned travellers slip by right under their visors. others have purposefully given up their belongings in the holy
passage. Many proudly bear the scars of flagellation, or sheets of
the offiCio auCtoriate Porteus prayer parchment pinned to their flesh.
Centrally located, the main holding of the Auctoriate Porteus is, If any of the Acolytes are easily identifiable as members of
theoretically, a storehouse of complete and accurate records for all the Ecclesiarchy (or even wear large aquilas or other signs of
traffic through the port, from humble pilgrims to grandiose Rogue the Emperor), passing pilgrims drop to their knees and beg for
Traders. The Officio can be easily spotted from a distance, as it is the character’s blessing, grabbing at the hems of his robe and
one of the tallest structures on the port. This imposing building of potentially delaying them. This could be either a minor annoyance
dark rockrete and plasteel hosts numerous divisios and thousands or a serious problem, depending on the Acolytes’ current goal and
of scribes, accountors, and other officials tasked with seeing to the needs of the story. If the GM wishes to increase the importance
various aspects of port operations. of this encounter, he could choose to have the pilgrims block the
Acolytes as they make their way to intercept the smugglers’ shuttle.
Depending on how they respond to the pilgrims, this encounter
could have lasting consequences. Should they acquiesce and offer
their blessing, for example, the group’s Subtlety decreases by 1d5.
questioning authority
Whether from interrogating Zax Holthane or their investigations
around the port, the Acolytes should be aware of crooked
dealings amongst the Auctoriates Porteus. The Auctoriates
includes representatives of planetary government, private
employees of the Consortium, and a relatively smaller
representation by the Adeptus Administratum. The Adeptus
Administratum concerns itself primarily with the reports
filed by the other agencies, doing little, if anything, to
verify the content. As such, the Administratum Adepts
have, at best, an incomplete and largely inaccurate
understanding of the business of the port. Some
Lexmechanics and other Adepts hard-wired to their
work stations have never even seen outside the walls
of the Basilica Administratum, located a short distance
from the Officio Auctoriates Porteus.
PrefeCt gaius anteshern
Some of the staff are genuinely ignorant of the
corruption in their midst, while many others simply
accept it as the status quo. The criminal oversights
and activities of the Auctoriates are innumerable,
but the Acolytes’ concerns centre on Prefect Gaius
Anteshern. Both Zax Holthane and Somnius Halbrel
have bribed him to manipulate records pertaining to
shuttle landings, obscuring the true point of origin of
an Arvus Lighter designated 341 Beta-Sky, and falsely
tying it to various cargo vessels. Were anyone to ever
examine and cross-reference the records, they would
Chapter XIII: Dark pursuIts 429
easily see something amiss, but with the sheer number of landings sights and
at Gyre, Anteshern is likely to be long-dead before this occurs. He sounds of the Port
is hopelessly addicted to obscura, which Holthane supplies in a
rare strain the Prefect especially favours. If the Acolytes are acting Port Gyre is always busy, and the constant inter-orbital
undercover, offering the drug to Anteshern gives a +10 bonus on traffic results in an ever-present bank of exhaust and smog
Charm or Deceive tests, although he is willing to accept thick that hangs low over the port, casting it into perpetual gloom.
wads of Desoleum scrip as well, if the price is right. He begins The deafening roar of engines drowns out the shouts of
with a Disposition of 30 and the Submissive Personality; for his labourers and even the augmented voices of overseers, and
characteristics, use the Scribe profile on page 439. bionic auditory implants can be seen amongst many of the
workers and residents. Many workers sport respirator units,
If the Acolytes were extremely successful in dealing with Zax and those who do not frequently cough up gobs of black tar.
Holthane, they could already know Anteshern’s name. It is more The stench of burning promethium is everywhere. The port’s
likely, though, that when the reach the Auctoriate they simply facilities are home to a bewildering array of servitor designs,
know—or suspect—perfidy by one or more of the scribes. Many from permanently emplaced crane-operators to maintenance
of the Auctoriate’s staff have something to hide, whether accepting drones that scale the vertical sides of the landing platforms
small bribes or diverting minor tariffs into their own pockets. Even on spider-like limbs. Tech-Priests swinging braziers of sacred
those who are not personally guilty have long been aware of the incense lead processions of adepts through the avenues, while
corruption around them, and fear being accused of complicity. As gangs and voidsmen on shore leave accost passers-by in the
such, all staff begin with a Disposition of 30, and are extremely hopes of a good scuffle. Dregs and stranded crewmen beg
hesitant to discuss bribery or doctored records. Such questions for alms, and stern Sanctionaries patrol the most populous
impose a –10 penalty on interaction skill tests. Acolytes might pick areas, ever-vigilant for interference in Consortium business.
up on these deceptions, which could even lead them to suspect
staff who are not actively involved in the crime at hand. Two Should the Acolytes allow Anteshern to escape, they could
effective approaches to reaching Anteshern are to instil the fear of end up wandering lost through the tunnels or between the landing
the Inquisition and the Emperor in whomever they interview, or platforms above. In such a case, the GM can choose to have them
to pose as important merchants, ships’ officers, or even a Rogue happen upon Arvus 341 Beta-Sky as it descends or in the aftermath
Trader’s crew, hoping to grease the palms of some amenable of the Daemonhost’s escape (see Delivery below or Hellish Cargo
scribe. The warband could possibly continue their cover further, on page 432).
perhaps even infiltrating Halbrel’s group when they encounter the
arch-heretek, if they keep their Subtlety very high. delivery
Holthane last made use of the shuttle over five months ago, The smugglers’ plan is for 341 Beta-Sky to make its descent to
but a hooded stranger with the red robes and tell-tale bionics platform Tertius-9, and from there offload the cargo into the tunnels,
of a Tech-Priest recently contacted Anteshern, offering payment leaving it as a dead-drop. Whether or not the Acolytes interfere,
in exchange for obscuring the shuttle’s origin. The shuttle’s next things do not go quite according to plan. Without the Acolytes’
arrival is expected this very day, but exactly how long the Acolytes intervention, the crew completes its part of the deal, leaving the
have until then should depend on how quickly the Acolytes have cargo along with four rogue psykers trained to psychically enforce
progressed thus far, and what the GM thinks can make for an the Daemonhost’s bindings. Before the heretek Somnius Halbrel
exciting story. Probably, they should just barely have enough time can retrieve his delivery, however, the Daemonhost escapes its
to act, but the GM might wish to grant additional time if the bindings, slaughtering the psykers and escaping into the tunnels.
warband has made good speed in the investigation to this point. The map shows the layout of this platform and can be used as a
Anteshern has no idea what the cargo is, though he realises it must handout if desired, but should only be given to players after the
be illegal, controlled, or—at best—a high-tariff good. Knowing shuttle either lands or crashes.
that Imperial justice will not deal kindly with him, Anteshern
responds with his fight-or-flight instincts if backed into a corner. betrayal!
Ultimately, all he can offer the Acolytes is the time of the shuttle’s
anticipated landing, and the fact that the shuttle’s point of origin is Halbrel has no desire to risk Inquisitorial discovery or capture,
actually somewhere within the system, with records he doctored to and is willing to destroy the shipment if needed. If he suspects
indicate that it arrives with a different Warp-capable voidship each that the Acolytes are on his trail, he remotely triggers the lighter’s
time. As a result, he has no clue as to how the goods—whatever destruction, with the crew still aboard. Halbrel is observing
they may be—are actually brought into the system. the scene as the lighter arrives, and if the Acolytes approach
immediately after it sets down, he detonates it, intending to destroy
If Anteshern suspects that his secrets are revealed, he attempts the cargo, crew, and Acolytes all in one fiery instant. Otherwise,
to flee, preferably before the Acolytes enter his officium. When make a test against the Acolytes’ Subtlety, with a –20 penalty if
the Acolytes first arrive at the Officio Auctoriate Porteus, the GM the Acolytes revealed themselves earlier or were involved in any
should make a Subtlety test; on a failure, Anteshern realises they firefights at the port. If the test fails, he detonates the lighter before
are inquiring about him, and is anxiously watching for their arrival. the crew has a chance to unload. If the Subtlety test succeeds,
Exiting through a soot-stained window, his intended escape route
is to make his way about ten metres along the narrow ledge so
as to reach a maintenance ladder by which he can descend to the
loading area adjacent to the Auctoriate and escape into the tunnels.
430 Chapter XIII: Dark pursuIts
Halbrel allows the crew to proceed as expected, though he triggers When the Acolytes arrive at the scene of the crash, they find
the explosion should the Acolytes show themselves before the the dead smugglers and psykers, as well as the stasis pod. The
lighter departs. Should Halbrel destroy the shuttle, the explosion impact kills or knocks unconscious anyone else nearby. It appears
slaughters the crew and the psykers and allows the Daemonhost that the well-armoured pod survived the initial crash mostly intact,
to escape its damaged pod. Each Acolyte within six metres of the but the damage allowed something to subsequently burst free. The
shuttle’s detonation suffers a single hit for 2d10 Explosive damage crash gouged into the ancient rockcrete and plasteel surface of the
with the Concussive (3) quality. station, but it is clear that something tore a hole in the damaged
surface, granting it access to the loading tunnels beneath.
bring it doWn!
341 beta-sky
The Acolytes may decide to shoot down the lighter in order to
destroy the cargo, kill the smugglers, make an example of them, Examining the Arvus Lighter reveals important clues, some of
or for some other reason. If they have heavy weapons they could which can lead to future adventures. The Acolytes are likely to
attempt this on their own. They might instead use their authority get a chance to search the shuttle only after it has been severely
to take command of one of the port’s defence guns, and turn it damaged, either from being shot down or sabotaged by Somnius
against the inbound lighter. Shooting down an unarmed shuttle Halbrel. A handful of xenos relics survived the crash relatively
over a busy port is, of course, highly irregular, and the Acolytes intact, including small talismans of Eldar make, easily identifiable
must succeed on a Difficult (–10) Command test to have it done. to an Acolyte with the Forbidden Lore (Xenos-Eldar) skill. Cargo
The Arvus Lighter is completely defenceless against the port’s also includes three stone tablets engraved with xenos writing—
powerful Icarus lascannons and quad-autocannons, and the flaming these are shattered into pieces if the shuttle crashes or explodes.
wreckage of the shuttle crashes to the landing platforms, possibly
causing a great deal of collateral damage. This also decreases the If the Arvus was shot down, its cogitator systems are
warband’s Subtlety by 1d10+2. damaged but not completely inoperable. A Difficult (–10) Tech-
Use test is required to commune with the shuttle’s machine spirit
and convince it to reveal its secrets. If successful, the Acolytes
can examine the navigation cogitator’s records to determine that
the Beta-Sky’s point of origin was the Kappex Orbital Station.
The Acolytes might be able to (correctly) surmise from this that
whatever ship brought the cargo into the sector first transferred it
to the station in order to confound any attempts to trace it.
Chapter XIII: Dark pursuIts 431
If they examine the craft after Halbrel activated its self-destruct they long to escape. The binding rituals, when performed correctly,
mechanism, the systems are in even worse shape. They must ensure obedience to the Daemonhost’s creator, though this does
first splice an external power source to the ship’s systems before not stop the Daemon from plotting its revenge. Radical Inquisitors
accessing the craft’s cogitators, and so they must make a Very Hard sometimes create them, to allow for the interrogation of the Warp
(–30) Tech-Use test instead. entity, or in the most extreme cases, to be used as a weapon against
the Inquisitor’s enemies. In the eyes of Inquisitors of a puritan, or
Assuming the Acolytes or Halbrel shoot down or destroy the even moderate, bent, the creation of a Daemonhost crosses a line
lighter, the corpses left behind are in poor shape, badly burned from which there is no return, irreversibly damning the creator.
and lacerated by shrapnel, if the blast does not dismember them
outright. Amongst the remains of the crew are four pale, gaunt Daemonhosts are not only terrifying for their profane
figures, their flesh branded with runic sigils. A psyker can easily nature—they are appallingly powerful. Most exhibit a number of
detect the stink of the Warp about the scene, and a successful devastating Warp-spawned powers, which they manifest with an
Routine (+20) Psyniscience test identifies the dead psykers as ease no human psyker can match. Suvfaeras is as dangerous as any
such. Additionally, an appropriately skilled Acolyte can attempt Daemonhost, a tall, pale mockery of a man that twists and bends
a Challenging (+0) Forbidden Lore (Daemonology) test to in unnatural manners as it floats above the ground. Its fingers have
ascertain that the purpose of the brands was to ward the subject become long talons that seem to rip into reality with each grasp,
against unholy beings. Similar runes engraved in the surface of and its eyes are terrible pools of Warp-light. Fortunately for the
the stasis pod serve to bind or trap such entities. Silver chains that Acolytes, however, its confinement and the lingering effects of the
once bound the stasis pod are shattered, and on close inspection, psychic suppression have left it in a weakened state. Truthfully, this
minuscule runes of binding can be seen etched onto each link. is the only reason the Acolytes can hope to defeat it. Suvfaeras
realises this, and so flees into the under-tunnels to hide and
hellish Cargo recover its strength. Even in its diminished capacity, however, the
Daemonhost is a powerful and deadly opponent. If confronted, it
If the Acolytes arrive at the scene of the cargo drop too late, the fights viciously, calling on its baleful powers.
Daemonhost Suvfaeras has broken free of its stasis prison and
slaughtered the psykers left behind to keep it contained (see 341 The manner of its creation makes Suvfaeras unique. In
Beta-Sky on page 431). If the Acolytes engage the smugglers in addition to the occult rituals and Warpcraft involved in the binding
combat while they are en route to the drop site, the criminals fight of a Daemonhost, whoever created Suvfaeras incorporated charms
back ferociously, realising full well the fate that awaits them should and tools of xenos origin. These adorn the monster’s flesh, along
they be captured with such cargo. To represent the smugglers, with long swaths of ritual cloth and chains. Acolytes with the skill
use the Hired Lasgun Profile on page 439, and the Warp-caller can identify these objects as being out of place by succeeding
profile on page 409 for the psykers. The psykers must keep all on an Ordinary (+10) Forbidden Lore (Daemonology) test. It
their focus on the Daemonhost’s stasis pod, lest it escape, and so is these xenos items that make this Daemonhost unique, and the
do not fight unless attacked directly. If any of the psykers are killed object of the heretek’s desire.
or injured, the Daemonhost takes advantage of the lapse to break
free and quickly slaughter the remaining psykers before escaping true names
into the tunnels. After a few rounds, should it become clear that the
Acolytes will defeat them, the psykers become distracted, with the A Daemon might be known by hundreds of names and
same result. Witnessing the Daemonhost’s release is indescribably titles on thousands of worlds, but it can have only one True
horrific, calling for a test against Fear (3). Even if the Acolytes Name. These originate within the madness of the Warp, not
keep their wits long enough to attack Suvfaeras, it ignores them from any human language. As such, they are extraordinarily
and flees into the tunnels, though it might take a moment to vent difficult to speak, both for the odd sound and structure of the
its rage or use a psychic power to slow any pursuers. syllables, and for the otherworldly power contained therein.
Daemons jealously guard them, for to know a Daemon’s
the daemonhost True Name is to have power over it. The discovery of
even a minor Daemon’s True Name is a monumental feat
Unutterably profane and terrible, a Daemonhost is created when for a practitioner of the dark arts, one that he may work
a Daemon is bound into the body of a human being, resulting in many lifetimes to achieve. In the creation and control of a
an unholy and devastatingly powerful abomination. Daemonhosts Daemonhost, knowing the Daemon’s True Name is a great
can only be created through complex rites and ceremony. The host advantage, and the knowledge of its True Name is often what
for the Daemon must be a living human, ritually prepared; this marks a Daemon out for binding. Certain dark tomes, heavy
is distinct from possession, and exorcism is not possible. When with the evil they contain, record rituals and rites specific
the Daemonhost is created, the host body’s soul is consigned to to a single Daemon, including its True Name. As these
eternal torment, and the Daemon is permanently bound within tainted manuals pass through the hands of different occultists
its flesh. The host body alters to reflect the unholy entity within, through the centuries, a Daemonhost might be bound again
with these changes becoming more and more apparent the longer
the Daemon inhabits this form. Though incredibly rare, there are and again. Though it inhabits a different host body each
numerous reasons for the creation of a Daemonhost. Malefic cults time, it contains the same malefic intellect, and the
sometimes bind Daemonhosts, but despite providing a means to same dark changes mark its appearance.
more permanently inhabit the material universe, for most Daemons
to be bound in such a way is a hateful imprisonment from which
432 Chapter XIII: Dark pursuIts
Part iii: rebels at its passing. Hoarfrost on the tunnel walls, the smell of
hunting damnation burnt flesh, and the faint echo of inhuman screams are a few of
the effects even an Acolyte without the psyker’s gift might notice. If
“My merchandise was not delivered as contracted. This is unacceptable.” the character possesses the Forbidden Lore (Daemonology) skill,
he gains a +10 bonus on the test.
–Somnius Halbrel, personal vox-log
Another possibility is to follow the trail of destruction the
It should be clear to the Acolytes that the Daemonhost enraged Daemonhost leaves in its wake. They are far from the only
represents a terrible threat to the port and to Hive Desoleum. people present in the tunnels, and as they follow the Daemonhost
However, they may not realise just what it actually is. A they discover the recent corpses of labourers, the smouldering
successful Routine (+20) Psyniscience or Forbidden Lore remains of merchant caravans, and even the disembowelled and
(Daemonology) test allows a character to sense the strong scorched remains of armed gangers. In addition to providing a
presence of the Warp around the entity, and lingering in the area trail to follow, these encounters can be used to reinforce how
around its former prison. If either of these tests are passed with dangerous the Daemonhost is, even in its weakened condition.
three degrees of success, he also realises that the creature has fled
but is weakened from the efforts of the psykers using their powers The GM can include a few survivors scattered amongst these
to keep it subdued and the shuttle’s destruction. Its power is even scenes of devastation. These wounded souls, scarred mentally and
now returning, though they cannot know at what rate or how spiritually as well as physically, offer a first-hand account of the
long until it returns to full strength. Clearly, they must destroy Daemonhost’s power and fury, and can also point the Acolytes
or capture the Daemonhost before this happens. Examining the in the right direction if needed. This also leaves the warband to
circumstances, an Acolyte can also reach this conclusion with a decide whether to offer aid to these survivors, leave them to their
Very Hard (–30) Logic test. fate, or deliver the Emperor’s mercy. To come face to face with
a Daemonhost is to invite spiritual corruption and madness, and
Part III finds the Acolytes in a race against time and, executing survivors might be both a kindness and a necessity to
whether they know it or not, against the heretek Somnius preserve the safety of others.
Halbrel, who even now pursues the Daemonhost with
the intention of capturing it for his own vile purposes.
Perhaps even worse than Halbrel succeeding is if the
Daemonhost should escape. The Daemonhost poses a
moral threat dire enough to damn countless citizens of
Hive Desoleum, for mere exposure to such an entity is
enough to mark an average citizen for death, rather than
risk their corruption. Mere knowledge of such a creature,
regardless of any degree of understanding, is impermissible
for any outside the highest echelons of Imperial power—
save for Acolytes in service of an Inquisitor.
Pursuing the
daemonhost
Regardless of exactly how previous events played out, the
Daemonhost escapes into the tunnels, and the Acolytes
must give chase if they hope to prevent the damnable
thing from causing untold destruction. Fortunately, the
Daemonhost is still weakened, giving them a chance to
stop it before it becomes too powerful.
There are numerous methods by which the Acolytes
can attempt to track or locate it, and the GM should
give them a reasonable chance to succeed with whatever
clever plan they devise. If the group includes a psyker,
that character can use his otherworldly senses to track
the creature’s unnatural spoor. A psyker who passes a
Challenging (+0) Psyniscience test can ascertain whether
the Daemonhost was recently present in a given area,
sensing the lingering Warp-taint it leaves behind. The
closer they come to it, the stronger this sense becomes.
An Acolyte without psychic ability can still attempt to track
the Daemonhost through a Difficult (–10) Awareness test,
for its aura of unnaturalness lingers in its wake, and reality
Chapter XIII: Dark pursuIts 433
the deeP tunnels His plan for doing so is to have his men attack the
Daemonhost and keep it distracted while he recites from the Ex
The deep tunnels, sometimes known as the Underport, consist Perditio, a proscribed text. This tome contains the creature’s True
of vast warrens of interconnecting passages, chambers, lifts, and Name, as well as the particular rites to bind and control it. Halbrel
storage depots. While they once fulfilled functions similar to the intends to bind the Daemonhost to his will, thus removing the
loading tunnels directly beneath the port, the deep tunnels are need for precautions such as the stasis pod and psychic warders.
long-since abandoned and fallen into disrepair. Many corridors
are completely without power, while flickering lumen-globes or Halbrel’s party includes three combat servitors (see page
torches set in place by unknown hands dimly illuminate others. 396), plus five hired lasguns and a pair of apprenticed Desoleum
While traversing the undertunnels, the dripping of unknown Cult Mechanicus Adepts (see page 439 for their profiles).
liquids or a distant animalistic scream occasionally breaks the This group’s threat threshold should be adjusted accordingly for
silence. Millennia of rust and corrosion seal some chambers. The experienced or particularly combat-capable groups.
Acolytes could pass desiccated corpses, collapsed tunnels, and even
shanty towns populated by the descendants of stranded voidsmen, The knowledge that they are racing against another group
mistrusting of outsiders. is a great way to add tension to this part of the adventure. If the
Acolytes are not already aware of Halbrel’s involvement, the GM
Goods that have been lost or stolen over the centuries are can have the two groups encounter each other during the search
scattered everywhere, and the dwellers pick over the scraps. Many for the Daemonhost, perhaps both groups simultaneously coming
legends tell of particularly worthwhile finds, which draw groups of upon the monster’s latest victims. The GM could also make a
treasure hunters from the hive. Subtlety test for the group and, on a failure, have Halbrel leave
some of his men in a position to ambush the Acolytes. He has no
The GM can use the deep tunnels to deliver clues for future desire to waste time and let his “property” slip further from his
adventures. One possibility could include an unclaimed dead- grasp, and so is unwilling to be drawn into a protracted fight. If
drop of illicit Trade Sable merchandise, or a weapons cache if the Acolytes attack or attempt to detain him, the impatient heretek
the warband is clearly in need of more ammunition or better orders a few of his retainers to kill the bothersome Acolytes while
armaments. The Acolytes could find clues to other illegal trading, he continues the pursuit with his remaining men.
or they could investigate the identity of the intended recipients,
perhaps finding their remains if they never escaped the deep
tunnels. See page 436 for more on follow-up investigations.
oPtional enCounter: ambush!
This is an optional encounter the GM can include at any
time once the Acolytes have descended into the deep
tunnels. The corridor along which they are travelling
opens up into a wider chamber piled with ancient
crates and machine parts. Once the Acolytes are partway
across the room, a bloodthirsty cry goes up as filthy
and misshapen men in ragged crew uniforms and work
coveralls leap out of cover, brandishing wicked blades
and a few ill-kept firearms. These insane wretches are the
remains of stranded voidsmen crews, or oathless outcasts
from the labour-clans. There should be a minor combat
encounter, 1 level below the group’s average spent xp value
and using the Dreg profile on page 394 for these debased
attackers; this can be adjusted based on the desired encounter
challenge and length.
the buyer
Whether the Acolytes realise it or not, Somnius Halbrel is also
hunting the Daemonhost. He is equipped with an aetheroscope,
an arcane scanner capable of detecting the presence of the Warp.
Using this device, the arch-heretek is able to follow the trail of
the Daemonhost in much the same way as a psyker, substituting
Tech-Use tests for Psyniscience tests. His overriding goal at this
point is to capture the Daemonhost, the most valuable commodity
involved, and salvage what he can of the deal. As knowledgeable
as he is in forbidden lore, Halbrel is no master daemonologist,
and binding the Daemonhost is an unexpected challenge for him.
434 Chapter XIII: Dark pursuIts
reCkoning After 4–5 rounds, Somnius Halbrel and his surviving force
arrive; the Game Master should adjust this as needed depending
Eventually, the warband confronts the Daemonhost, engaging in on how the combat is going. It is likely that even in its weakened
a three-way battle with it and Halbrel and his men. How long it state, the Daemonhost outmatches the Acolytes, and Halbrel’s
takes for the Acolytes to catch up to the Daemonhost depends intervention could actually work in their favour. Halbrel prefers
on their success in tracking it, but also comes down to the GM’s no witnesses though, and has half of his party attack the warband
judgement. If the players are enjoying the explorations of the deep while the rest attack Suvfaeras. While the Daemonhost weakened
tunnels, this portion of the adventure could go on for some time. and distracted, Halbrel can perform the rites to bind it to his will.
On the other hand, if the Acolytes are already injured, weary, or Halbrel greatly desires the Daemohost’s unique melding of Warp-
running low on supplies and ammunition, it might be preferable infused flesh and xenos relics, and calls out warnings to his people
for them to reach the final encounter sooner, rather than later. not to damage the artefacts.
Suvfaeras is as intelligent as it is evil, and once the Daemonhost This anarchic battle might at first seem quite daunting to run.
realises the Acolytes are gaining on it, is likely to circle back or lie The GM should remember that, as always, the focus should be on
in wait for them, attacking and retreating before they have a chance the Acolytes. Rather than spending time rolling for the attacks and
to regroup and counter-attack. If the GM wishes, the Acolytes other actions of all NPCs, the GM can only roll for attacks directed
could have several run-ins with the Daemonhost before the final at the Acolytes, describing the rest narratively. With this in mind,
encounter. Even if they do not, the GM can speak of screams the battle should be quite manageable.
far in the distance, the sounds of tearing metal, sudden drops in
temperature, vague shadows, unearthly whispers, and other effects The GM should ensure Halbrel escapes the battle, as the
to heighten the unease during the hunt. This should be used to arch-heretek has a role to play in future DARK HERESY adventures.
reinforce the tension and horror of the final part of the adventure, Once it becomes obvious that things are going against him or he
with the Daemonhost appearing suddenly to inflict some damage is severely injured, Halbrel flees, leaving his men behind to die.
on the Acolytes before disappearing deeper into the tunnels. The This could be leaping into a crumbling hatchway that he collapses
Acolytes could find themselves hunted, and struggling to merely behind him, stepping into a bottomless crack in the flooring, or
survive against a powerful foe. The Daemonhost might burst even seeming to vaporise from an energy blast. Suvfaeras itself
unexpectedly through the floor or ceiling, or use its powers to should be fully capable of occupying the Acolytes’ attention, so
harry the warband, weakening them mentally as well as physically. Halbrel can likely escape without too much difficulty and disappear
The Acolytes should make a Fear test each time they encounter into the blackness when no one is watching. If they make it a high
Suvfaeras, especially as his form can twist into new, even more priority to kill Halbrel, his Touched by the Fates trait allows him
unpleasant shapes between sightings. to burn Fate threshold in the same manner as an Acolyte in order
to survive certain death.
running the battle
ConClusions
The final battle involves the Acolytes, Suvfaeras, and Halbrel and and reWards
his remaining force. There are two general possibilities for how
this battle could occur: either the Acolytes come across Halbrel “They dared interfere with my work. Should this continue and it impact
and Suvfaeras already in combat, or the Acolytes corner the my other deliveries, a more definitive response will become necessary.”
Daemonhost first, with Halbrel and his men arriving and joining
the battle after a few rounds. It could be to the Acolytes’ advantage –Somnius Halbrel, personal vox-log
to be the last party to enter the fight, as this allows them to
pick their targets carefully and use the on-going events to their Suvfaeras is a powerful and cunning opponent, and in the
advantage. This does run the risk of side-lining the Acolytes and anarchy of the final battle, it is very possible that neither
turning them into spectators. Therefore, unless the Acolytes are the Acolytes nor Halbrel are able to subdue it. If its foes
already injured or otherwise disadvantaged, it is recommended that are all incapacitated, Suvfaeras once again escapes into the depths
they are the first to engage in battle with Suvfaeras. Suvfaeras can of the hive. While they can take small solace in the fact that they
turn and confront them once it is clear they are too tenacious in foiled the arch-heretek’s plans, a loose Daemonhost in the vicinity
their pursuit, trusting in its powers to destroy them so that it can of Hive Desoleum is a grave concern that requires prompt action
make good its escape. Suvfaeras attempts to surprise the Acolytes, on their parts. It is likely, and reasonable, that the Acolytes decide
either lying in wait or attacking from an unexpected quarter, such the time for discretion is past; in dealing with the threat of the
as bursting through a tunnel wall. Alternatively, if the Acolytes Daemonhost, they could enlist the aid of other Imperial servants,
are successful in their skill tests to track Suvfaeras and they have a perhaps requesting that the Adeptus Arbites or Sanctionaries
cunning plan, they might be able to catch up to the Daemonhost establish a cordon around the port. It is even possible that they
and force it to defend itself. decide to take drastic action to contain the Daemonhost, even
going so far as to invoke the authority of their Inquisitor in order
to destroy Port Gyre through orbital bombardment. Such an action
is possible, though extremely dangerous, and is certain to earn the
Acolytes a number of new enemies, including the Consortium.
Even if Halbrel is denied his prize and the Daemonhost destroyed,
the Acolytes have little time to rest; their work is never done.
Chapter XIII: Dark pursuIts 435
folloW-uP adventures idle hands
Though the Acolytes may have banished the Daemonhost Suvfaeras Though Guljian is dead, he was far from the only noble involved in
and halted Halbrel’s plans, no heresy is ever truly eradicated. In the heresies of the Trade Sable. The Acolytes could return to the Apex
the aftermath of every investigation are threads that lead to other to investigate further nobles. Searching his records or interrogating
plots, foes, and dangers. This adventure is no exception, and there him, the Acolytes can obtain names or other information related
are several possibilities for follow-up investigations. The Acolytes to Holthane’s other buyers. Confronting them directly can make
could take the initiative in continuing the investigation, and GMs for a very different sort of investigation, as the nobles could feign
should generally reward players for their efforts to encourage them cooperation while hiding evidence, misdirecting the Acolytes, and
to keep digging, such as with new clues or commendations from even arranging for their “disappearance.” Alternatively, they could
the Inquisitor (or condemnations for failing). Players often take confront the Babyfaces to find information. Taking on a large
their investigations in unexpected directions, and GMs should hive gang is a risky proposition, even for skilled Acolytes. Rather
remain flexible and prepared to adapt to the Acolytes’ actions. than relying on force, savvy Acolytes could attempt to infiltrate the
Their pursuit of the xenos artefact trade in this adventure is only gang and possibly learn of their other sins. This could become the
the first step towards uncovering even greater threats, and their start of a series of adventures across all levels of Hive Desoleum,
investigations into the areas below can all prove fruitful towards from the uppermost Apex to the depths of the underhive. It could
that end. Future adventures will also lead the Acolytes deeper into also make for an excellent opportunity to recruit agents within
these dark waters as they deal with other artefacts unleashed upon the gang, or those who the Babyfaces encounter in their vicious
humanity, and the dead race that spawned them. dealings. New Player Characters could even come from within the
gang, to join the ranks of the Acolytes.
the daemonhost
artefaCts
If Suvfaeras escapes, it is likely to hunt down those who bound
it in order to take revenge. This presents the Acolytes with an At the end of the adventure, the Acolytes are likely to be in
opportunity, for if they can follow the Daemonhost, it might lead possession of two xenos relics, the black orb recovered from
them back to a major source of Faceless Trade smuggling into Hive Guljian’s study and the mummified alien hand found amongst
Desoleum. If the Acolytes are able to destroy the Daemonhost, Holthane’s merchandise. Holthane and Somnius Halbrel have
they achieve a great victory in the battle against the enemies of various and different sources; searching for the source of these
Mankind. There is little time to revel, though, for numerous objects could lead the Acolytes in an entirely different direction
unanswered questions remain. Most troubling is the origin of the than searching for the source of the Daemonhost. Holthane had
Daemonhost. They may take it upon themselves to trace its source many suppliers and contacts within the Sable Trade, and these
before the trail goes cold; if not, the Inquisitor can give the order objects could have come from different sources. Once the Acolytes
after they have reported on the events of the adventure. The logical arrive at Kappex Orbital, they find that 341 Beta-Sky provided
place to start is Kappex Orbital, where the shuttle 341 Beta-Sky transport for goods from many traders, opening up a vast web
originated. The warband must search for clues to the shuttle’s true of smuggling and heresy. Learning more of this Faceless Trade
masters, and discover how the forbidden artefacts are brought to conspiracy and the nature of these ancient, inhuman items can
the orbital in the first place. The smugglers of the Sable Trade are become the basis for many future adventures.
ruthless individuals, willing to do whatever it takes to put a stop
to the Acolytes’ inquiries, and the PCs could face hired killers, reWards
sabotaged life-support, and other potentially fatal hindrances.
Acolytes should earn between 300 and 450 experience points for
the heretek each session of play, depending on their actions. Each Acolyte
involved in destroying the Daemonhost Suvfaeras gains 3 Influence.
Whether he is able to abscond with the Daemonhost or not, it is
important that Somnius Halbrel survives the adventure and escapes Any Acolyte involved in the destruction of Port Gyre gains
from the Acolytes. The GM can have him give a suitably irritated the Enemy (Consortium) talent. Acolytes who approach the
farewell to them as he disappears into the darkness, off to plot his encounter with Lans Guljian in a violent manner can, at the GM’s
next actions. If the Daemonhost is destroyed, it leaves the Acolytes discretion, gain Enemy (House Guljian), or even Enemy (Apex
in a difficult position, deciding whether to pursue the heretek or Nobility) if their actions are especially destructive. Conversely if
trace the origin of the Daemonhost, beginning with 341 Beta- they are especially discreet and helpful, the GM could grant Peer
Sky. If Halbrel achieves his goal of binding Suvfaeras, pursuing for either. Acolytes who spend extensive time investigating Port
him and stopping his plans, whatever they may be, should be the Gyre should gain the Scholastic Lore (Port Gyre) talent. Finally,
Acolytes’ priority. Halbrel is a highly resourceful opponent, and any Acolyte who inflicts a wound on a Babyface’s head gains
tracking him is not easy. The Acolytes should encounter numerous Enemy (Cloudboys).
challenges, but the search for Halbrel can lead to future published
DARK HERESY adventures. On the other hand, if Halbrel burned The GM should also assess the warband’s actions to determine
Fate threshold in order to survive, the Acolytes might believe him any additional Subtlety changes from the ones called for earlier.
dead, making his appearance in future adventures an unexpected Maintaining their cover throughout the adventure should increase
twist. He might even try to sway them to his side, having found it by at least 1d10. Should it drop below 20 as the result of their
them to be worthy individuals. overt actions, attempts to operate secretly when they return to the
hive could become very difficult.
436 Chapter XIII: Dark pursuIts
nPCs aPPendiX arCh-heretek somnius halbrel
This appendix includes game profiles and additional background Somnius Halbrel is a heretek of the worst kind. Expelled from the
information for the NPCs in Dark Pursuits. If needed, additional Mechanicum for his unsanctioned research into xenos anatomy,
NPCs can be found in Chapter XII: NPCs and Adversaries. his experiments have become even more terrible in the years since.
His obsession is the hybridisation of human and xenos, which
the daemonhost suvfaeras he believes offers a path to perfection that surpasses even the
promise of the machine. Though he is able to pass as an ordained
Like all Daemonhosts, Suvfaeras is a foul and unholy thing, the Tech-Priest due to his knowledge of the Cult Mechanicus and his
very existence of which defies nature. Suvfaeras is unique in that, obvious cybernetics, closer inspection reveals the horrible truth.
added to the silver chains and occult brands that bind its host body, Halbrel is his own most promising test subject, having replaced
charms and talismans of xenos origin adorn its blasphemous form. much of his own remaining flesh with transplants from xenos or
It is impossible to say if these objects were intended for such use vat-grown genetic hybrids. He eagerly awaits the arrival of the
or the heretics that bound Suvfaeras repurposed them. Daemonhost to examine the xenos-relics used in binding its Warp-
infused flesh.
While a Daemon may on rare occasion deign to inhabit the
flesh of a moral indefinitely, such a state is akin to imprisonment soMMnius HalBrel (MasTer) 22
for most denizens of the Warp. Indeed, Suvfaeras was unwittingly
created in its current form by parties unknown who clearly 6h — 1 WS BS S
possessed powerful and damnable knowledge. Upon escaping its
stasis prison, Suvfaeras is initially weakened, perhaps an after-effect 10ar 4 1 01-10 10al 4 1 40 45 45
of the psychic choir that kept him subdued. Ever spiteful and
bloodthirsty, its first act was to slaughter its wardens. Now, it prowls 11-20 10b 4 1 21-30 t Ag Int
the undertunnels, slowly regaining its strength and plotting against
its captors. Even if this body is destroyed, the Daemon remembers 31-70 55 35 60
every slight, and surely will return to revisit its vengeance.
Per WP fel
40 55 20
THe DaeMonHosT suVfaeras (MasTer) 33 10lr 4 1 10ll 4 1 Ifl
71-85 86-00 43
14h 7 halF 3 Full 6 Charge 9 run 18 ThreaT 35
01-10 WS BS S8 PlASMA PIStol Class pisTol
14ar 7 14b 7 14al 7 52 35 55 rng 30m roF s/2/– dMg 1d10+8 (E)
11-20 31-70 21-30 t 7 Ag Int pen 6 Clip 10 rld 3 full WT 4 Kg avl Vr
45 18 53 speCial: maximal, overHeats
Per WP fel PoWer MAul Class mElEE
45 55 15
14lr 7 14ll 7 Ifl rng — roF — dMg 1d10+84+sB (E)
71-85 86-00 31 pen 4 Clip — rld — WT 3.5 Kg avl Vr
halF 2 Full 4 Charge 6 run 12 ThreaT 40 speCial: poWer FielD, sHocking
clAWS Class mElEE Skills: Awareness (Per), Logic (Int) +10, Medicae (Int) +20,
Forbidden Lore (Adeptus Mechanicus, Daemonology) (Int) +20,
rng — roF — dMg 1d10+102+sB (i)
Tech-Use (Int) +20
pen 2 Clip — rld — WT — avl —
Talents: Die Hard, Luminen Shock, Technical Knock, True Grit
speCial: crippling (3) Traits: Dark-Sight, Machine (1), Regeneration (1), Touched by
the Fates (3)
Skills: Psyniscience (Per) +30
Talents: Furious Assault, Thunder Charge, Warp Sense Gear: Mesh-lined robes, aetheroscope, combi-tool, various malefic
Traits: Baneful Presence (20), Daemonic (3), Dark-sight, Fear tomes, portable vox, respirator
(2), From Beyond, Hover†, Size (5), Psyker (PR 4), Unnatural
Strength (3) Cybernetics: Bionic right arm, luminen capacitors implant,
†Suvfaeras is a being of unnatural power, unconcerned with certain laws Mechanicus implants, medicae mechadendrite, utility mechadendrite
of physics. It does not need to use any Movement actions in order to
remain hovering. Heretek Extremis: When attacking a character with extensive
Psychic Powers: Haemorrhage, Smite, Spontaneous Combustion, cybernetic parts (such as a servitor or Tech-Priest) or making a
Telekine Shield, Warp Speed
Gear: Rune-inscribed flesh armour, chains, and xenos talismans Called Shot to a bionic limb, Somnius Halbrel makes a Tech-Use
Newly Born: The profile given for Suvfaeras represents the
weakened state in which the Acolytes encounter it. If desired, the (WS or BS) test in place of the standard Weapon Skill or Ballistic
GM can increase Suvfaeras’s characteristics by at least +10, increase
his Daemonic trait to 4, and add +1 to his psy rating. Skill test.
Chapter XIII: Dark pursuIts 437
ZaX holthane, sable trader elDriC “skinner” HaVofasT (eliTe) 15
Ruthless and ambitious, Zax Holthane has polluted a dozen worlds 3h — WS BS S
with the unholy contraband of the Trade Sable. His business in
Hive Desoleum has thus far been quite lucrative, and with the 7ar 4 01-10 7al 4 42 41 34
Babyfaces acting as intermediaries, he has sold to numerous
wealthy nobles. Although Holthane deals in a variety of goods, 11-20 7b 4 21-30 t Ag Int
as do most traders of his ilk, his specialty is weaponry of xenos
origin. Curiously, Holthane never uses xenos weapons himself. 31-70 36 41 37
Per WP fel
38 35 41
zax HolTHane (eliTe) 18 7lr 4 7ll 4 Ifl
71-85 86-00 —
4h — WS BS S halF 4 Full 8 Charge 12 run 24 ThreaT 10
7ar 3 01-10 7al 3 41 50 37 AutoPIStol Class pisTol
11-20 7b 3 21-30 t Ag Int rng 30m roF s/–/6 dMg 1d10+2 (i)
31-70 43 40 38 pen 3 Clip 18 rld 1 full WT 1.5 Kg avl AV
speCial: —
Per WP fel
41 40 37
PoWer BlADe
7lr 3 7ll 3 Ifl Class mElEE
71-85 86-00 — rng — roF — dMg 1d10+52+sB (r)
halF 4 Full 8 Charge 12 run 24 ThreaT 20 pen 4 Clip — rld — WT 1 Kg avl Vr
Bolt PIStol Class pisTol speCial: poWer FielD
rng 30m roF s/2/– dMg 1d10+6 (X) Skills: Charm (Fel) +10, Dodge (Ag) +10
Talents: Blademaster, Jaded, Quick Draw
pen 5 Clip 8 rld 1 full WT 3.5 Kg avl Vr Gear: Concealed mesh armour, expensive and stylish clothing,
2 extra clips of man-stopper bullets (already included in the
speCial: tearing autopistol profile above)
Sadist: Once per turn, when Skinner inflicts Critical damage, he
AutoPIStol Class pisTol gains an additional Half Action which must be used before his
turn ends.
rng 30m roF s/–/6 dMg 1d10+2 (i)
babyfaCes ganger
pen 0 Clip 18 rld 1 full WT 1.5 Kg avl AV
Unlike other gangers and mid-hive workers, Cloudboys have
speCial: — actually seen the sky, and of course think themselves
superior to the masses of hive rabble. The
Skills: Awareness (Per), Dodge (Ag) +10 Babyfaces take this sense of superiority to
Talents: Independent Targeting, Quick Draw, Rapid Reload, Two- extremes, becoming predatory in their
Weapon Wielder behaviour as they hunt and torture
Gear: Flak armour under leather tunic, 2 extra clips for bolt commoners for their amusement. They
pistol, 2 extra clips of expander shells (already included in the take extreme pride in their appearance, as
autopistol profile above), injector and 3 doses of stimm, do all Cloudboys, but in particular they
multi-key, photo-contacts, portable vox, red-dot value their unblemished, youthful faces.
sight (attached to the bolt pistol) To attack a Babyface’s visage is to invite
Expert Pistolier: When attacking with two pistols, the full wrath he and his compatriots
Holthane may swap the results of the Ballistic can muster, for anyone who scars a
Skill tests before applying the attack results. Babyface has an enemy for life.
skinner
(eldriC havofast),
babyfaCe gang leader
The youngest son of the ancient and respected House
Havofast, Eldric resented his siblings from a young
age. After fatally stabbing his elder brother in a
duel, he fled to the lower hive, where he joined
up with the Babyfaces. Now, going by the name
“Skinner,” Eldric freely indulges his violent and
sadistic impulses. Even amongst the cruel Babyfaces,
Skinner has a reputation for viciousness.
438 Chapter XIII: Dark pursuIts
BaByfaCes GanGer (Troop) 10 sCribe
3h — WS BS S In Port Gyre, scribes hunch over slab-desks made of reclaimed
deck plating in the flickering arc-candle light, recording the traffic
6ar 3 01-10 6al 3 35 35 30 and business of Port Gyre in exacting detail.
11-20 6b 3 21-30 t Ag Int sCriBe (Troop) 8
31-70 35 30 32
Per WP fel 2h — WS BS S
37 32 38
01-10 20 20 25
6lr 3 6ll 3 Ifl 3ar 1 3al 1
3b 1 t Ag Int
71-85 86-00 — 11-20 21-30
31-70 25 20 35
halF 3 Full 6 Charge 9 run 18 ThreaT 5
Per WP fel
30 30 25
AutoPIStol Class pisTol
rng 30m roF s/–/6 dMg 1d10+2 (i) 3lr 1 3ll 1 Ifl
pen 0 Clip 18 rld 1 full WT 1.5 Kg avl AV 71-85 86-00 —
speCial: —
halF 2 Full 4 Charge 6 run 12 ThreaT 2
Class mElEE
SWorD Class mElEE rng — knIfe
pen 0 dMg 1d5+2sB (i)
rng — roF — dMg 1d10+3sB (r) speCial: — roF — WT 1 Kg avl pl
pen 0 Clip — rld — WT 3 Kg avl cm Clip — rld —
speCial: BalanceD
Skills: Charm (Fel) Skills: Scholastic Lore (any one)
Talents: Jaded Gear: Ink-stained heavy robes, autoquill, writing kit, dataslates
Gear: Concealed mesh armour, expensive and stylish clothing,
desoleum Cult
hired lasgun meChaniCus adePt
Violence is a constant in the 41st Millennium, and there is no With promises of secret knowledge and arcane lore, Halbrel
shortage of mercenaries and sell-swords to fight for another’s cause, corrupts these young adepts away from the Martian Priesthood.
so long as the pay is right. Though a hired lasgun typically has no
stake in the cause for which he is hired, accepting a heretic’s pay CulT MeCHaniCus aDepT (Troop) 9
damns him just as surely.
4h 1
HireD lasGun (Troop) WS BS S
01-10
10 4ar 1 4al 1 30 30 30
4b 1
8h 4 WS BS S 11-20 21-30 t Ag Int
31-70
01-10 35 37 35 35 25 35
8ar 4 8b 4 8al 4 t Ag Int Per WP fel
30 35 20
11-20 31-70 21-30 41 32 28
4lr 1 4ll 1 Ifl
Per WP fel
35 32 25 71-85 86-00 —
8lr 4 8ll 4 Ifl halF 2 Full 4 Charge 6 run 12 ThreaT 3
71-85 86-00 — lASgun Class BAsic
halF 3 Full 6 Charge 9 run 18 ThreaT 4 rng 100m roF s/3/– dMg 1d10+3 (E)
lASgun Class BAsic pen 0 Clip 60 rld 1 full WT 4 Kg avl cm
rng 100m roF s/3/– dMg 1d10+3 (E) speCial: reliaBle
pen 0 Clip 60 rld 1 full WT 4 Kg avl cm greAt WeAPon Class mElEE
speCial: reliaBle rng — roF — dMg 2d10+3sB (r)
pen 0 Clip — rld — WT 7 Kg avl sc
Skills: Athletics (S), Dodge (Ag) speCial: unBalanceD
Talents: Nowhere to Hide
Gear: 2 extra lasgun charge packs, flak armour Skills: Tech-Use (Int)
Talents: Technical Knock
Gear: Technoweave robes, combi-tool
Cybernetics: Mechanicus implants
Chapter XIII: Dark pursuIts 439
indeX
A Cerix Magnus (World)............................. 341 Cybernetics ..................................................180
Chaos Fury (NPC)................................... 417 Attaching .................................................. 181
Accurate (Quality)......................................145 Characteristics ...............................................21 Bionic Augmentations and Implants... 181
Acrobatics (Skill) ......................................... 98 Bionic Replacements ..............................180
Actions ........................................................ 217 Advances.................................................... 80 Craftsmanship......................................... 184
Allocating Points .......................................31
Using.........................................................218 Aptitudes ................................................... 80 D
Adamantium Faith (Talent) ..................... 123 Bonuses ......................................................21
Adeptus Administratum (Background) ...46 Generating..................................................31 Daemonic Anathema (Talent)...................92
Adeptus Arbites Arbitrator (NPC) ........384 Charge (Action) ........................................220 Daemonic (Trait) .......................................135
Adeptus Arbites (Background)................. 48 Charm (Skill) ............................................. 100 Damage....................................................... 232
Adeptus Astra Telepathica Chem-Use (Medicae) ............................... 109
Chimera Armoured Characteristic........................................... 233
(Background)................................. 50 Conditions and Special Damage......... 235
Adeptus Mechanicus (Background)......... 52 Transport (Vehicle) ......................191 Critical...................................................... 232
Adeptus Ministorum (Background) ........ 54 Chirurgeon (Role) ......................................64 Dark-sight (Trait).......................................135
Aim (Action) ..............................................218 Ciphers and Decoding (Logic) ...............108 Deadly Natural Weapons (Trait)..............135
All Out Attack (Action) ............................218 Citizen (NPC) ...........................................392 Deathdealer (Talent) ................................. 125
Ambidextrous (Talent) ............................. 123 Clothing and Personal Gear .................... 170 Deathwatch Space Marine (RC).............297
Amorphous (Trait) ....................................134 Clues............................................................280 Deceive (Skill).............................................103
Amphibious (Trait)....................................134 Clues from the Crowds (Talent) ............ 124 Defensive Stance (Action) .......................220
Angel KZ-8 (World) ................................346 Combat Circumstances.............................229 Defensive (Trait).........................................145
Apex Noble (NPC) ..................................397 Combat Encounters .................................. 382 Degrees of Success and Failure
Apex Prince (NPC) .................................. 398
Aptitudes....................................................... 79 Balancing................................................. 382 (DoS/DoF)..................................... 24
Armour ........................................................167 Encounter Levels ................................... 382 Delay (Action)...........................................220
Armour-Monger (Talent)......................... 123 Levels ....................................................... 382 Delicate Interrogation (Talent)................ 125
Assassin (Role) ............................................62 Pacing....................................................... 383 Delusion (Disorder) .................................289
Assassin Strike (Talent) ............................ 123 Threat Threshold ................................... 382 Demolitions (Tech-Use) ...........................117
Astropath (NPC)....................................... 391 Combat Master (Talent)........................... 124 Deny the Witch (Talent).......................... 125
Athletics (Skill) ............................................99 Combat Servitor (NPC) ..........................396 Desoleum Bondless Dealer (NPC) .......386
Auto-stabilised (Trait)................................134 Command (Skill)........................................ 101 Desoleum Bounty Hunter (NPC) .........384
Availability ...................................................141 Commerce (Skill).......................................102 Desoleum Involute
Aventine (World).......................................340 Common Lore (Skill) ...............................102
Awareness (Skill) ....................................... 100 Complete Control (Talent)........................ 88 Cadre Officer (NPC).................. 395
Concussive (Trait)......................................145 Desoleum Involute
B Consortium Merchant
Cadre Trooper (NPC)................394
Balanced (Trait)..........................................145 Magnate (NPC)........................... 398 Desoleum (World).................................... 328
Baneful Presence (Trait)............................134 Constant Vigilance (Talent) .................... 124 Desperado (Role)........................................66
Bane of the Daemon (Talent)...................92 Contact Network (Talent)........................ 124 Devastating Assault (Talent).................... 125
Bastion of Iron Will (Talent).................. 123 Contagion Demagogue (NPC)..............406 Devout (NPC)...........................................389
Battle Rage (Talent).................................. 123 Contortionist (Acrobatics) ......................... 98 Diagnose (Medicae) ................................. 109
Bestial (Trait) ..............................................134 Coordinated Interrogation (Talent)........ 124 Die Hard (Talent)..................................... 125
Biomancy (Discipline) .............................200 Corpse-Crawler (NPC)............................400 Dire Avenger (NPC)................................ 414
Blademaster (Talent)................................. 123 Corrosive (Trait).........................................145 Disarm (Talent)......................................... 125
Blast (Trait) .................................................145 Corruption..................................................289 Disengage (Action)...................................220
Blind Fighting (Talent) ............................ 123 Disguise (Deceive).....................................103
Blind (Trait) ................................................134 Removing................................................ 291 Disposition .................................................277
Boneweed (NPC) .....................................403 Counter Attack (Talent) ........................... 125 Dissolute Noble (NPC)........................... 398
Brace Heavy Weapon (Action) ............... 219 Cover ...........................................................229 Dive for Cover (Dodge).......................... 104
Brutal Charge (Trait).................................134 Cover-Up (Talent)..................................... 125 Divination (Discipline) ............................203
Bulging Biceps (Talent) ........................... 123 Crafting .........................................................97 Divinations (Starting)................................. 84
Burdener of the True Oath (NPC)........389 Crafting an Inquisitor...............................354 Dodge (Skill) ............................................. 104
Burrower (Trait).........................................134 Crafting (Survival)......................................116 Double Tap (Talent)................................. 125
Crafting (Tech-Use)...................................117 Double Team (Talent).............................. 126
C Craftsmanship .............................................141 Dreg (NPC)...............................................394
Crawler (Trait)............................................134 Drugs and Consumables ......................... 172
Called Shot (Action)................................. 219 Crime Lord (NPC) ..................................386
Carrying, Lifting, and Pushing...............248 Crippling (Trait).........................................145 Excessive Use and Addiction................173
Catfall (Talent) ........................................... 124 Crushing Blow (Talent) ........................... 125 Dusk Viper Corsair (NPC) .................... 412
Cel (World) ................................................340
4 4 0 rest not, lest mankind fall.
E Gilded Performancer (NPC).................392 K
Glassteed (Mount)................................... 190
Eldar Guardian (NPC) ...........................411 Grapple (Action) ..................................... 221 Keen Intuition (Talent) .......................... 129
Eldar Pathfinder (NPC) ..........................413 Graviton (Trait) ....................................... 146 Killing Strike (Talent)............................. 129
Eldar Ranger (NPC)...............................413 Grey Knights Space Marine (RC)........299 Knock Down (Action)...........................222
Eldar Warlock (NPC)............................. 414 Grox (NPC).............................................400 Kul (World)..............................................346
Elite Advances............................................ 86 Guarded Action (Action).......................222
Emperor’s Blessing ................................... 30 L
Encounters................................................264 H
Lance (Trait)............................................ 147
Combat ..................................................266 Hallucinogenic (Trait) ............................ 146 Languages of the 41st Millennium.........107
Exploration............................................265 Halo of Command (Talent) .................. 127 Laran 9k (World)....................................342
Social......................................................265 Hammer Blow (Talent).......................... 128 Leads .........................................................282
Travel......................................................265 Hard Target (Talent)............................... 128 Leap Up (Talent) .................................... 129
Endurance (Athletics)............................... 98 Hardy (Talent)......................................... 128 Lightning Attack (Action) .....................222
Enemy (Talent)........................................ 126 Hatred (Talent) ........................................ 128 Lightning Attack (Talent) ...................... 129
Energy Critical Effects...................234, 235 Haywire (Trait)........................................ 147 Linguistics (Skill) .....................................106
Enkidu (World) ....................................... 338 Heavy (NPC) .......................................... 387 Lip Reading (Awareness) .......................100
Equipment (Starting).................................81 Hectin Autocarriage (Vehicle)............... 190 Logic (Skill) ..............................................107
Evaluate (Commerce)..............................102 Heft (Athletics).......................................... 98 Luminen Blast (Talent) .......................... 129
Evasion (Action) .....................................220 Hierophant (Role) .................................... 68 Luminen Shock (Talent)........................ 129
Evasive Manoeuvring (Action) ............. 251 Highborn (Home World) ....................... 36
Eversor Assassin (RC)............................298 Hip Shooting (Talent)............................ 128 M
Exotic Weapon Training (Talent)......... 127 Hit Locations...........................................226
Experience (Starting)................................ 78 Hit & Run (Action) ............................... 251 Machine (Trait) ........................................136
Explosive Critical Effects............... 236, 237 Hive World (Home World) .................... 38 Maglev Transcendence (Talent)............ 129
Extended Care (Medicae) .......................109 Horrific Nightmares (Disorder) ...........289 Malatant (NPC).......................................408
Eye of Vengeance (Talent) .................... 127 Hoverer (Trait) .........................................136 Malignancy Test.......................................290
Manoeuvre (Action) ...............................222
F I Manoeuvring (Acrobatics)....................... 98
Manufactorum Worker (NPC) ............. 393
Face in a Crowd (Talent)....................... 127 Impact Critical Effects ................... 238, 239 Marksman (Talent)...................................130
Far Draconis (World) .............................346 Imperial Guard (Background)................ 56 Master of all Trades (Talent)................... 89
Fated (Talent)............................................. 88 Inaccurate (Trait)..................................... 147 Mastery (Talent) .......................................130
Fate Points ................................................ 293 Incorporeal (Trait) ...................................136 Maximal (Trait) ....................................... 147
Fatigue....................................................... 233 Independent Targeting (Talent)............ 128 Mechadendrite Use (Talent) ...................130
Favoured by the Warp (Talent)............. 127 Indirect (Trait) ......................................... 147 Mechanicus Implants (Trait) ..................137
Fear ............................................................ 285 Inescapable Attack (Talent) ................... 128 Medicae (Skill)..........................................108
Fear (Trait) ................................................136 Influence ...................................................268 Melta (Trait)............................................. 148
Feint (Action) ..........................................220 Mental Trauma.........................................287
Felling (Trait)............................................145 Gaining .................................................. 268
Feral World (Home World) .................... 32 Inquisitor Influence (Using)..............270 Gaining Mental Disorders..................287
Ferric Summons (Talent)....................... 127 Losing....................................................269 Merchant (NPC) ..................................... 393
First Aid (Medicae)..................................109 Infused Knowledge (Talent) ................. 128 Mighty Shot (Talent)...............................130
Flame (Trait).............................................145 Initiative .................................................... 217 Mind Lock (Trait)....................................137
Flash of Insight (Talent) ........................ 127 Inquiry (Skill) ...........................................105 Mind-Mould (NPC)...............................403
Fleshbent (NPC).....................................408 Inquisitor (Elite Advance) ....................... 88 Move (Action) ......................................... 223
Flexible (Trait) ..........................................145 Insanity......................................................286 Movement................................................. 245
Floor It! (Action)..................................... 251 Removing .............................................. 289
Flyer (Trait)...............................................136 Inspire (Command)................................. 101 Climbing ...............................................246
Focus Power (Action) ............................ 221 Inspired Intuition (Talent)....................... 88 Flying ..................................................... 249
Forbidden Lore (Skill) ............................104 Insurrati Oiler (NPC) ............................ 388 Gravity ...................................................250
Force Fields...............................................168 Interrogation (Skill) .................................105 Hurrying................................................ 245
Force (Trait)..............................................145 Intimidate (Skill).......................................106 Jumping and Leaping .........................247
Forge World (Home World)................... 34 Iron Jaw (Talent)..................................... 128 Running................................................. 245
Frenzy (Talent) ........................................ 127 Swimming.............................................248
From Beyond (Trait)...............................136 J Multiple Arms (Trait)..............................137
Full Auto Burst (Action) ....................... 221 Mutation.................................................... 291
Jack of all Trades (Talent)........................ 89 Mystic (Role)............................................. 70
G Jaded (Talent)........................................... 128
Jink (Action) ............................................ 252 N
Gambling (Logic)....................................108 Jumping (Acrobatics) ............................... 98
Gamma Euclid 13 (World) ....................346 Jump or Leap (Action)..........................222 Natural Armour (Trait) ...........................137
Juno (World)............................................324 Natural Weapons (Trait) .........................137
Nauseating (Trait) ....................................415
Navigate (Skill) ......................................... 110
indeX 441
Necrophage (NPC) ..................................408 Q Skulker (NPC)........................................... 388
Never Die (Talent).....................................130 Sleight of Hand (Skill) .............................. 115
Nowhere to Hide (Talent)........................130 Quadruped (Trait) .....................................137 Smelt-Rats & King (NPC)......................402
NPCs ........................................................... 380 Quick Draw (Talent)................................. 131 Smoke (Quality)........................................ 149
Snare (Quality) .......................................... 149
Profiles .....................................................380 R Sonar Sense (Trait)....................................138
Types........................................................ 380 Soul Bound (Trait) ....................................138
Null Field (Talent) ......................................92 Ram! (Action)............................................252 Soulless Aura (Talent) ................................92
Nurgling (NPC)........................................ 416 Rapid Reload (Talent)............................... 131 Sound Constitution (Talent) .................... 131
Nurn Delta (World)..................................347 Rating (NPC)............................................394 Spawn of Chaos (NPC) .......................... 410
Razor Sharp (Trait) .................................. 148 Spray (Quality).......................................... 149
O Ready (Action) ..........................................223 Sprint (Talent)............................................. 131
Rearing Strike (Action) ............................ 252 Stampede (Trait).........................................138
Obsession/Compulsion (Disorder)........288 Recharge (Trait) ........................................ 148 Standard Attack (Action) .........................224
Operate (Skill) ............................................ 110 Regeneration (Trait)...................................138 Stand/Mount/Dismount (Action)...........224
Outcast (Background)................................ 58 Reinforcement Characters........................294 Starvation ....................................................267
Out of Control, Crashing, Reliable (Trait)........................................... 148 Stealth (Skill)............................................... 115
Reload (Action).........................................223 Step Aside (Talent) .................................... 131
and Falling Over.......................... 255 Rending Critical Effects...................240, 241 Storm (Quality) ......................................... 149
Overheats (Trait) ....................................... 148 Repair Servitor (NPC).............................397 Strain Infector (NPC) ..............................407
Overwatch (Action) ..................................223 Requisition Test......................................... 142 Strain Initiate (NPC) ................................406
Strength through Conviction (Talent)..... 89
P Trading in Items .....................................143 Strong Minded (Talent) ............................ 131
Resistance (Talent) ..................................... 131 Stuff of Nightmares (Trait).......................138
Parry (Skill) .................................................112 Rewards (Player) ........................................371 Stun (Action) .............................................224
Peer (Talent)................................................130 Righteous Fury..........................................227 Sturdy (Trait) ..............................................139
Personality................................................... 277 Rogue Trader (NPC) ...............................399 Subtlety .......................................................270
Rosenkreuz Cluster (World)....................348
Aggressive ...............................................278 Run (Action)..............................................223 Determining............................................ 274
Clever ....................................................... 278 Gaining .................................................... 272
Confident................................................. 278 S Losing...................................................... 274
Unhinged ................................................279 Superior Chirurgeon (Talent) .................. 131
Pestilentant (NPC) ....................................407 Sage (Role) .................................................. 72 Suppressing Fire (Action)........................224
Phase (Trait) ...............................................137 Sanctified (Trait)........................................ 148 Surprise ....................................................... 217
Phobia (Disorder).....................................288 Sanctionary (NPC) ................................... 385 Survival (Skill).............................................116
Pilgrim (NPC)........................................... 388 Sanctioned (Trait) ......................................138 Swift Attack (Action)................................225
Plaguebearer (NPC)................................. 415 Scatter Diagram.........................................230 Swift Attack (Talent).................................. 131
Playing NPCs ............................................362 Scatter (Trait) ............................................. 148
Port Aquila (World)..................................342 Scholastic Lore (Skill) ............................... 113 T
Port Lokhart (World) ............................... 343 Scrutiny (Skill)............................................114
Power Field (Trait).................................... 148 Security (Skill) ............................................ 115 Tactical Advance (Action)........................225
Pox Magister (NPC).................................405 Seeker (Role) ............................................... 74 Takedown (Talent).....................................132
Preacher (NPC).........................................390 Semi-Auto Burst (Action) .......................223 Talents
Preceptor (NPC).......................................404 Services ....................................................... 178
Precision Killer (Talent)............................130 Advances.....................................................81
Preternatural Speed (Talent) .....................130 Medical Care........................................... 179 Purchasing..................................................81
Primitive (Trait)......................................... 148 Travel through the Void ....................... 179 Specialist .................................................. 120
Prosanguine (Talent) ................................. 131 Servitor Drone (NPC).............................396 Tier 1........................................................ 120
Proven (Trait)............................................. 148 Shadowing (Stealth)...................................116 Tier 2 ........................................................121
Psychic Null (Talent) ..................................92 Shared Destiny (Talent) ............................. 89 Tier 3 ....................................................... 122
Psychic Powers........................................... 198 Shield of Contempt (Talent) ..................... 89 Target Selection (Talent)...........................132
Perils of the Warp .................................. 197 Shocking (Quality) ................................... 149 Tearing (Quality) ...................................... 150
Psychic Bolts........................................... 198 Shrine World (Home World)....................40 Technical Knock (Talent) .........................132
Psychic Phenomena................................195 Sister of Battle Canoness (RC) ...............296 Tech-Priest (NPC) ....................................396
Psychic Strength ......................................195 Size (Trait)...................................................138 Telekinesis (Discipline) ............................209
Sustaining................................................ 196 Skargaul (NPC)......................................... 401 Telepathy (Discipline) .............................. 212
Using........................................................ 194 Skills...............................................................94 Temple Revelationist (NPC) ...................390
Psyker (Elite Advance) ...............................90 Advances.................................................... 80 Terminus Prime (World).......................... 343
Psykers (NPC)...........................................409 Aptitudes ....................................................81 Terrify (Command) ................................... 101
Psyker (Trait) ..............................................137 Descriptors................................................ 95 Tests (Core Mechanic) ............................... 22
Psyniscience (Skill).....................................112 Ranks .........................................................96 Assistance .................................................. 25
Psy Ratings (PR)........................................193 Specialist .................................................... 95 Characteristic............................................. 23
Advances...................................................193 Untrained Use .......................................... 95
Putricifex, Herald of Nurgle (NPC)...... 416 Using..........................................................94
Pyromancy (Discipline) ...........................206
4 4 2 indeX
Special ThankS To our playTeSTerS!
Playtest Coordinator Ronald DeValk; “Rooster Booster” Ryan Powell with Jessica Powell, Matt Bogart, & Richard Sanders;
“Unrepentant” Lachlan “Raith” Conley with Jordan Dixon, Nicole Gillies & Mark McLaughlin; “You Bid Babies?!?” Jordan
Millward with Keri Harthoorn, Kyle Harthoorn-Burton, Kieren Smith, Julia Smith, & Malcolm Douglas Spence; “Roll Perils”
Matthew “H.B.M.C.” Eustace with Sean Kelly, Stuart Lord, & Mike “Rosie’s Husband” Madani; “The Librarians” Pim Mauve with
Gerlof Woudstra, Keesjan Kleef, Jan-Cees Voogd, & Joris Voogd; “No Guts No Glory!” Sean Connor with Stephen Pitson, Adam
Lloyd, Ben Newman, Mathieu Booth, Simon Butler, & Michael Thompson; Trevor Stamper with John Olszewski, Louis Barrera,
Michael Cosentino, & Brian Gilkison; “Occam’s Chainsword” Blake “HTMC” Bennett with Matt Armstrong, Jasper Crocker, Kory
Hook, Jesse Huston, & Aaron Kaufman; “The Fiery Saints” Tim Huckelbery with Andy Christensen, Michael Gernes, Taylor
Ingvarsson, & Jason Walden; “World of Black Goo” Katrina Ostrander with Max Brooke, Tim Huckelbery, Ryan Lee, & Sam Stewart.
Special thanks as well to everyone who participated in the Beta Testing: The Emperor knows your service.
Difficulty .................................................. 24 Unnatural Characteristic (Trait).............139 Warrior (Role) ............................................76
Extended.................................................. 24 Unnatural Senses (Trait) .........................139 Weapons.................................................... 144
Opposed .................................................. 24 Untouchable (Elite Advance)...................91
Skill........................................................... 23 Unwieldy (Quality) .................................150 Bolt.......................................................... 151
Thaur (World) .........................................344 Use a Skill (Action) ................................225 Chain ......................................................158
The Powers of Askellon ......................... 126 Combi-Weapons ................................... 151
Thug (NPC)............................................ 387 V Custom Ammunition ...........................165
Thunder Charge (Talent)........................132 Exotic Ranged.......................................156
Tools...........................................................175 Vehicles and Mounts................................185 Flame ......................................................152
Touched by the Fates (Trait)..................139 Combat......................................... 250, 253 Force .......................................................159
Toxer (NPC)............................................409 Damage & Repair ............................... 257 Grenades and Explosives.....................157
Toxic (Quality) .........................................150 Driving ..................................................250 Jams........................................................224
Toxic (Trait)..............................................139 Speeds.................................................... 186 Las...........................................................153
Tracking (Survival)...................................116 Traits .......................................................187 Launcher ................................................154
Trade (Skill) .............................................. 118 Types.......................................................185 Low-Tech Melee .................................. 160
Traits...........................................................134 Weapons and Firing Arcs................... 186 Low-Tech Ranged ................................154
Traps (Security)........................................ 115 Melta .......................................................155
Troubleshooting ...................................... 353 Veloxic Bike (Vehicle) ............................ 190 Modifications .........................................162
Tuchulcha (World) .................................348 Vengeful (Quality) ...................................150 Plasma.....................................................155
Twin-Linked (Quality)............................150 Visions and Voices (Disorder) .............289 Power ......................................................161
Two-Weapon Fighting ...........................228 Voidborn (Home World).........................42 Shock ......................................................161
Two-Weapon Master (Talent)................132 Solid Projectile ......................................155
Two-Weapon Wielder (Talent)..............132 W Standard Ammunition......................... 166
Weapon Noise ...................................... 148
U Warp Anathema (Talent) .........................92 Weapon-Tech (Talent).............................133
Warp Bane (Talent) ..................................92 Weapon Training (Talent) ......................133
Unarmed Combat ...................................228 Warp-Caller (NPC).................................409 Whirlwind of Death (Talent) .................133
Grappling ..............................................228 Warp Conduit (Talent)............................132 Will of the Inquisitor (Talent) ................ 89
Warp Disruption (Talent) ........................92 Wounds ..................................................... 232
Unarmed Specialist (Talent)...................132 Warp Instability (Trait)............................139 Wrangling (Survival)................................116
Unbalanced (Quality)..............................150 Warp Lock (Talent) .................................133
Undying (Trait)........................................139 Warp-Priest (NPC) .................................409
Warp Sense (Talent) ................................133
Warp Weapons (Trait).............................139
indeX 443
CHARACTER NAME PLAYER NAME AGE BUILD
HOME WORLD GENDER HAIR
BACKGROUND COMPLEXION
ROLE
ELITE ADVANCES D a r k H e r e s yTM QUIRKS
DIVINATION
NOTES SUPERSTITIONS
MOMENTOS
CHaraCTerisTiCs ALLIES
ENEMIES
skills
weapon inTelliGenCe Known
skill (inT)
(ws) +10
perCepTion +20
BallisTiC (per) +30
skill
(Bs) willpower Known
(wp)
sTrenGTH +10
(s) fellowsHip +20
(fel) +30
TouGHness
(T) influenCe Acrobatics (Ag) Medicae (Int)
(ifl) Athletics (S) Navigate (Surface) (Int)
aGiliTy Awareness (Per) Navigate (Stellar) (Int)
(aG) faTe poinTs: Charm (Fel) Navigate (Warp) (Int)
Command (Fel) Operate (Aeronautica) (Ag)
experienCe THresHolD Commerce (Int) Operate (Surface) (Ag)
CurrenT Common Lore (Int) Operate (Voidship) (Ag)
xp To spenD CorrupTion (C) Parry (WS)
ToTal xp spenT Deceive (Fel) Psyniscience (Per)
Dodge (Ag) Scholastic Lore (Int)
insaniTy (is) Forbidden Lore (Int)
Scrutiny (Per)
Inquiry (Fel) Security (Int)
Interrogation (WP) Sleight of Hand (Ag)
Intimidate (S) Stealth (Ag)
Linguistics (Int) Survival (Per)
Tech-Use (Int)
Logic (Int) Trade (Int)
MenTal DisorDers MaliGnanCes TalenTs & TraiTs
page #
MuTaTions
ws Bs s T aG inT per wp fel ifl
APTITUDES
444 P s (f )Permission granted to photocopy for personal use only. © Games WorlkashyopeLrtd 20h14e.eCtharacterroShneett also available for download at www.FantasyFlightGames.com
weapons arMour anD DefenCe
naMe: Cls: h wounDs
rnG: ToTal :
pen: rof: DMG: 01-10 CurrenT :
speCial: Clip: CriTiCal DaMaGe
rlD: wT: aVl: al CurrenT :
naMe: rof:
rnG: Clip: Cls: ar 21-30 CONDITIONS
pen:
speCial: rof: 11-20 b
Clip:
naMe: DMG: 31-70
rnG: rof:
pen: Clip: rlD: wT: aVl:
speCial:
rof: Cls:
naMe: Clip:
rnG: DMG:
pen: rof:
speCial: Clip: rlD: wT: aVl:
naMe: Cls: lr ll
rnG:
pen: DMG: 71-85 86-00
speCial:
rlD: wT: aVl:
naMe:
rnG: Cls: MoVeMenT
pen:
speCial: DMG: Half CHarGe
full run
rlD: wT: aVl:
Cls: Fatigue THresHolD: (TB+wpB) CurrenT:
psyCHiC powers Psy rating:
DMG:
rlD: wT: aVl:
Gear page #
Wt page #
speCial aBiliTies:
Max Carry wT (sB+TB): 445
CurrenT Carry wT:
P s (b )Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014. Character Sheet also available for download at www.FantasyFlightGames.com
layer heet aCk
home World inquisitor name: origin
baCkground influenCe
role
Player name ordo: Player name
CharaCter name CharaCter name
home World 100 100 home World
baCkground baCkground
50 50
role role
elite advanCes 00 elite advanCes
notes notes
subtlety traCk
(per) (wp) (ifl) (per) (wp) (ifl)
(ifl) (ifl)
Player name (ifl) Player name (ifl)
CharaCter name CharaCter name
home World home World
baCkground baCkground
role role
elite advanCes elite advanCes
notes notes
(per) (wp) (per) (wp)
Player name Player name
CharaCter name CharaCter name
home World home World
baCkground baCkground
role role
elite advanCes elite advanCes
notes notes
(per) (wp) (per) (wp)
Warband notes:
446 g m sPermission granted to photocopy for personal use only. © Games Workshop Ltd 2014. GM Sheet also available for download at www.FantasyFlightGames.com
ame aster heet
Epic Adventure in the 41st Millennium!
A Warp rift has erupted on the edge of the galaxy,
and Chaos thrives under its baleful influence. Can
the Imperium’s greatest heroes triumph?
Based on the Talisman system, Relic is
a Warhammer 40,000 board game in
which 2–4 players compete to save the
Antian Sector. Throughout their adventures,
these brave champions gain influence,
experience, and powerful relics as they
seek to defeat mankind’s enemies.
WWW.FANTASYFLIGHTGAMES.COM FANTASY
FLIGHT
Either ® or TM, and/or © Games Workshop Ltd. Fantasy Flight Games and the FFG logo are ® Fantasy Flight Publishing, Inc. ® GAMES
Rex is a board game of negotiation and FANTASY
warfare in which 3–6 players take control FLIGHT
of great interstellar civilizations, competing ® GAMES
for dominance of the galaxy’s capital city.
Based on a classic game system originally
designed by Bill Eberle, Jack Kittredge,
and Peter Olotka, Rex presents players
with compelling asymmetrical racial
abilities and a myriad of opportunities
for diplomacy and deception.
Claim control of the city
while you can...just be
careful who you trust.
WWW.FANTASYFLIGHTGAMES.COM
© 2014 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.